CGameHandler.h 12 KB

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