CGameHandler.h 15 KB

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  1. #pragma once
  2. #include "../lib/FunctionList.h"
  3. #include "../lib/Connection.h"
  4. #include "../lib/IGameCallback.h"
  5. #include "../lib/BattleAction.h"
  6. #include "CQuery.h"
  7. /*
  8. * CGameHandler.h, part of VCMI engine
  9. *
  10. * Authors: listed in file AUTHORS in main folder
  11. *
  12. * License: GNU General Public License v2.0 or later
  13. * Full text of license available in license.txt file, in main folder
  14. *
  15. */
  16. class CGameHandler;
  17. class CVCMIServer;
  18. class CGameState;
  19. struct StartInfo;
  20. struct BattleResult;
  21. struct BattleAttack;
  22. struct BattleStackAttacked;
  23. struct CPack;
  24. struct Query;
  25. struct SetGarrisons;
  26. struct SetResource;
  27. struct SetResources;
  28. struct NewStructures;
  29. class CGHeroInstance;
  30. class IMarket;
  31. class ServerSpellCastEnvironment;
  32. struct PlayerStatus
  33. {
  34. bool makingTurn;
  35. PlayerStatus():makingTurn(false){};
  36. template <typename Handler> void serialize(Handler &h, const int version)
  37. {
  38. h & makingTurn;
  39. }
  40. };
  41. class PlayerStatuses
  42. {
  43. public:
  44. std::map<PlayerColor,PlayerStatus> players;
  45. boost::mutex mx;
  46. boost::condition_variable cv; //notifies when any changes are made
  47. void addPlayer(PlayerColor player);
  48. PlayerStatus operator[](PlayerColor player);
  49. bool checkFlag(PlayerColor player, bool PlayerStatus::*flag);
  50. void setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val);
  51. template <typename Handler> void serialize(Handler &h, const int version)
  52. {
  53. h & players;
  54. }
  55. };
  56. struct CasualtiesAfterBattle
  57. {
  58. typedef std::pair<StackLocation, int> TStackAndItsNewCount;
  59. typedef std::map<CreatureID, TQuantity> TSummoned;
  60. enum {ERASE = -1};
  61. const CArmedInstance * army;
  62. std::vector<TStackAndItsNewCount> newStackCounts;
  63. std::vector<ArtifactLocation> removedWarMachines;
  64. TSummoned summoned;
  65. ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
  66. CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat);
  67. void updateArmy(CGameHandler *gh);
  68. };
  69. class CGameHandler : public IGameCallback, CBattleInfoCallback
  70. {
  71. public:
  72. //use enums as parameters, because doMove(sth, true, false, true) is not readable
  73. enum EGuardLook {CHECK_FOR_GUARDS, IGNORE_GUARDS};
  74. enum EVisitDest {VISIT_DEST, DONT_VISIT_DEST};
  75. enum ELEaveTile {LEAVING_TILE, REMAINING_ON_TILE};
  76. CVCMIServer *s;
  77. std::map<PlayerColor, CConnection*> connections; //player color -> connection to client with interface of that player
  78. PlayerStatuses states; //player color -> player state
  79. std::set<CConnection*> conns;
  80. //queries stuff
  81. boost::recursive_mutex gsm;
  82. ui32 QID;
  83. Queries queries;
  84. bool isValidObject(const CGObjectInstance *obj) const;
  85. bool isBlockedByQueries(const CPack *pack, PlayerColor player);
  86. bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);
  87. void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
  88. int moveStack(int stack, BattleHex dest); //returned value - travelled distance
  89. void runBattle();
  90. ////used only in endBattle - don't touch elsewhere
  91. bool visitObjectAfterVictory;
  92. //
  93. void endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2); //ends battle
  94. void prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex); //distance - number of hexes travelled before attacking
  95. void applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary); //damage, drain life & fire shield
  96. void checkBattleStateChanges();
  97. void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
  98. void setBattleResult(BattleResult::EResult resultType, int victoriusSide);
  99. void duelFinished();
  100. CGameHandler(void);
  101. ~CGameHandler(void);
  102. //////////////////////////////////////////////////////////////////////////
  103. //from IGameCallback
  104. //do sth
  105. void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override;
  106. bool removeObject(const CGObjectInstance * obj) override;
  107. void setBlockVis(ObjectInstanceID objid, bool bv) override;
  108. void setOwner(const CGObjectInstance * obj, PlayerColor owner) override;
  109. void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) override;
  110. void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) override;
  111. void showBlockingDialog(BlockingDialog *iw) override;
  112. void showTeleportDialog(TeleportDialog *iw) override;
  113. void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override;
  114. void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override;
  115. void giveResource(PlayerColor player, Res::ERes which, int val) override;
  116. void giveResources(PlayerColor player, TResources resources) override;
  117. void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override;
  118. void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) override;
  119. bool changeStackType(const StackLocation &sl, const CCreature *c) override;
  120. bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) override;
  121. bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) override;
  122. bool eraseStack(const StackLocation &sl, bool forceRemoval = false) override;
  123. bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override;
  124. bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override;
  125. void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) override;
  126. bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) override;
  127. void removeAfterVisit(const CGObjectInstance *object) override;
  128. void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) override;
  129. void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) override;
  130. void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) override;
  131. void removeArtifact(const ArtifactLocation &al) override;
  132. bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) override;
  133. void synchronizeArtifactHandlerLists() override;
  134. void showCompInfo(ShowInInfobox * comp) override;
  135. void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
  136. void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
  137. void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override; //use hero=nullptr for no hero
  138. void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override; //if any of armies is hero, hero will be used
  139. void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
  140. void setAmount(ObjectInstanceID objid, ui32 val) override;
  141. bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override;
  142. void giveHeroBonus(GiveBonus * bonus) override;
  143. void setMovePoints(SetMovePoints * smp) override;
  144. void setManaPoints(ObjectInstanceID hid, int val) override;
  145. void giveHero(ObjectInstanceID id, PlayerColor player) override;
  146. void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) override;
  147. void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override;
  148. void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override;
  149. void changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide) override;
  150. bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) override;
  151. //////////////////////////////////////////////////////////////////////////
  152. void useScholarSkill(ObjectInstanceID hero1, ObjectInstanceID hero2);
  153. void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
  154. void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
  155. bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL);
  156. void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
  157. void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
  158. void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them
  159. void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
  160. void levelUpCommander (const CCommanderInstance * c);
  161. void expGiven(const CGHeroInstance *hero); //triggers needed level-ups, handles also commander of this hero
  162. //////////////////////////////////////////////////////////////////////////
  163. void commitPackage(CPackForClient *pack) override;
  164. void init(StartInfo *si);
  165. void handleConnection(std::set<PlayerColor> players, CConnection &c);
  166. PlayerColor getPlayerAt(CConnection *c) const;
  167. void playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj);
  168. void updateGateState();
  169. bool makeBattleAction(BattleAction &ba);
  170. bool makeAutomaticAction(const CStack *stack, BattleAction &ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
  171. bool makeCustomAction(BattleAction &ba);
  172. void stackTurnTrigger(const CStack * stack);
  173. void handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack); //checks if obstacle is land mine and handles possible consequences
  174. void removeObstacle(const CObstacleInstance &obstacle);
  175. bool queryReply( QueryID qid, ui32 answer, PlayerColor player );
  176. bool hireHero( const CGObjectInstance *obj, ui8 hid, PlayerColor player );
  177. bool buildBoat( ObjectInstanceID objid );
  178. bool setFormation( ObjectInstanceID hid, ui8 formation );
  179. bool tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2);
  180. bool sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count);
  181. bool sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2);
  182. bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID);
  183. bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot);
  184. bool assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
  185. bool buyArtifact( ObjectInstanceID hid, ArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
  186. 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
  187. bool sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid); //for artifact merchant selling
  188. //void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
  189. bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill);
  190. bool garrisonSwap(ObjectInstanceID tid);
  191. bool upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID );
  192. bool recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst, CreatureID crid, ui32 cram, si32 level);
  193. bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
  194. bool razeStructure(ObjectInstanceID tid, BuildingID bid);
  195. bool disbandCreature( ObjectInstanceID id, SlotID pos );
  196. bool arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player);
  197. void save(const std::string &fname);
  198. void close();
  199. void handleTimeEvents();
  200. void handleTownEvents(CGTownInstance *town, NewTurn &n);
  201. bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
  202. void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
  203. void objectVisitEnded(const CObjectVisitQuery &query);
  204. void engageIntoBattle( PlayerColor player );
  205. bool dig(const CGHeroInstance *h);
  206. bool castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos);
  207. void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);
  208. template <typename Handler> void serialize(Handler &h, const int version)
  209. {
  210. h & QID & states & finishingBattle;
  211. if(version >= 761)
  212. {
  213. h & getRandomGenerator();
  214. }
  215. }
  216. void sendMessageToAll(const std::string &message);
  217. void sendMessageTo(CConnection &c, const std::string &message);
  218. void sendToAllClients(CPackForClient * info);
  219. void sendAndApply(CPackForClient * info) override;
  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. struct FinishingBattleHelper
  226. {
  227. FinishingBattleHelper();
  228. FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount);
  229. //std::shared_ptr<const CBattleQuery> query;
  230. const CGHeroInstance *winnerHero, *loserHero;
  231. PlayerColor victor, loser;
  232. bool duel;
  233. int remainingBattleQueriesCount;
  234. template <typename Handler> void serialize(Handler &h, const int version)
  235. {
  236. h & /*query & */winnerHero & loserHero & victor & loser & duel & remainingBattleQueriesCount;
  237. }
  238. };
  239. std::unique_ptr<FinishingBattleHelper> finishingBattle;
  240. void battleAfterLevelUp(const BattleResult &result);
  241. void run(bool resume);
  242. void newTurn();
  243. void handleAttackBeforeCasting(BattleAttack *bat);
  244. void handleAfterAttackCasting (const BattleAttack & bat);
  245. void attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker);
  246. bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot);
  247. void spawnWanderingMonsters(CreatureID creatureID);
  248. void handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated);
  249. friend class CVCMIServer;
  250. CRandomGenerator & getRandomGenerator();
  251. private:
  252. ServerSpellCastEnvironment * spellEnv;
  253. std::list<PlayerColor> generatePlayerTurnOrder() const;
  254. void makeStackDoNothing(const CStack * next);
  255. void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
  256. // Check for victory and loss conditions
  257. void checkVictoryLossConditionsForPlayer(PlayerColor player);
  258. void checkVictoryLossConditions(const std::set<PlayerColor> & playerColors);
  259. void checkVictoryLossConditionsForAll();
  260. };
  261. void makeStackDoNothing();