CGameHandler.h 15 KB

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  1. #pragma once
  2. #include "../lib/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. #include "CQuery.h"
  9. /*
  10. * CGameHandler.h, part of VCMI engine
  11. *
  12. * Authors: listed in file AUTHORS in main folder
  13. *
  14. * License: GNU General Public License v2.0 or later
  15. * Full text of license available in license.txt file, in main folder
  16. *
  17. */
  18. class CGameHandler;
  19. class CVCMIServer;
  20. class CGameState;
  21. struct StartInfo;
  22. struct BattleResult;
  23. struct BattleAttack;
  24. struct BattleStackAttacked;
  25. struct CPack;
  26. struct Query;
  27. struct SetGarrisons;
  28. struct SetResource;
  29. struct SetResources;
  30. struct NewStructures;
  31. class CGHeroInstance;
  32. class IMarket;
  33. class ServerSpellCastEnvironment;
  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;
  39. PlayerStatus():makingTurn(false){};
  40. template <typename Handler> void serialize(Handler &h, const int version)
  41. {
  42. h & makingTurn;
  43. }
  44. };
  45. class PlayerStatuses
  46. {
  47. public:
  48. std::map<PlayerColor,PlayerStatus> players;
  49. boost::mutex mx;
  50. boost::condition_variable cv; //notifies when any changes are made
  51. void addPlayer(PlayerColor player);
  52. PlayerStatus operator[](PlayerColor player);
  53. bool checkFlag(PlayerColor player, bool PlayerStatus::*flag);
  54. void setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val);
  55. template <typename Handler> void serialize(Handler &h, const int version)
  56. {
  57. h & players;
  58. }
  59. };
  60. struct CasualtiesAfterBattle
  61. {
  62. typedef std::pair<StackLocation, int> TStackAndItsNewCount;
  63. enum {ERASE = -1};
  64. std::vector<TStackAndItsNewCount> newStackCounts;
  65. std::vector<ArtifactLocation> removedWarMachines;
  66. ObjectInstanceID heroWithDeadCommander; //TODO: unify stack loactions
  67. CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat);
  68. void takeFromArmy(CGameHandler *gh);
  69. };
  70. class CGameHandler : public IGameCallback, CBattleInfoCallback
  71. {
  72. public:
  73. //use enums as parameters, because doMove(sth, true, false, true) is not readable
  74. enum EGuardLook {CHECK_FOR_GUARDS, IGNORE_GUARDS};
  75. enum EVisitDest {VISIT_DEST, DONT_VISIT_DEST};
  76. enum ELEaveTile {LEAVING_TILE, REMAINING_ON_TILE};
  77. CVCMIServer *s;
  78. std::map<PlayerColor, CConnection*> connections; //player color -> connection to client with interface of that player
  79. PlayerStatuses states; //player color -> player state
  80. std::set<CConnection*> conns;
  81. //queries stuff
  82. boost::recursive_mutex gsm;
  83. ui32 QID;
  84. Queries queries;
  85. //TODO get rid of cfunctionlist (or similar) and use serialziable callback structure
  86. std::map<ui32, CFunctionList<void(ui32)> > callbacks; //query id => callback function - for selection and yes/no dialogs
  87. bool isValidObject(const CGObjectInstance *obj) const;
  88. bool isBlockedByQueries(const CPack *pack, PlayerColor player);
  89. bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);
  90. void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
  91. int moveStack(int stack, BattleHex dest); //returned value - travelled distance
  92. void runBattle();
  93. ////used only in endBattle - don't touch elsewhere
  94. bool visitObjectAfterVictory;
  95. //
  96. void endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2); //ends battle
  97. void prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex); //distance - number of hexes travelled before attacking
  98. void applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary); //damage, drain life & fire shield
  99. void checkForBattleEnd();
  100. void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
  101. void setBattleResult(BattleResult::EResult resultType, int victoriusSide);
  102. void duelFinished();
  103. CGameHandler(void);
  104. ~CGameHandler(void);
  105. //////////////////////////////////////////////////////////////////////////
  106. //from IGameCallback
  107. //do sth
  108. void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override;
  109. bool removeObject(const CGObjectInstance * obj) override;
  110. void setBlockVis(ObjectInstanceID objid, bool bv) override;
  111. void setOwner(const CGObjectInstance * obj, PlayerColor owner) override;
  112. void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) override;
  113. void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) override;
  114. //void showInfoDialog(InfoWindow *iw) override;
  115. void showBlockingDialog(BlockingDialog *iw) override;
  116. void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override;
  117. void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override;
  118. void giveResource(PlayerColor player, Res::ERes which, int val) override;
  119. void giveResources(PlayerColor player, TResources resources) override;
  120. void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override;
  121. void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) override;
  122. bool changeStackType(const StackLocation &sl, CCreature *c) override;
  123. bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) override;
  124. bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) override;
  125. bool eraseStack(const StackLocation &sl, bool forceRemoval = false) override;
  126. bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override;
  127. bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override;
  128. void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) override;
  129. bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) override;
  130. void removeAfterVisit(const CGObjectInstance *object) override;
  131. void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) override;
  132. void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) override;
  133. void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) override;
  134. void removeArtifact(const ArtifactLocation &al) override;
  135. bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) override;
  136. void synchronizeArtifactHandlerLists() override;
  137. void showCompInfo(ShowInInfobox * comp) override;
  138. void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
  139. void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
  140. //bool removeArtifact(const CArtifact* art, int hid) override;
  141. 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
  142. void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override; //if any of armies is hero, hero will be used
  143. 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//void startBattleI(int heroID, CCreatureSet army, int3 tile, std::function<void(BattleResult*)> cb) override; //for hero<=>neutral army
  144. void setAmount(ObjectInstanceID objid, ui32 val) override;
  145. bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) override;
  146. void giveHeroBonus(GiveBonus * bonus) override;
  147. void setMovePoints(SetMovePoints * smp) override;
  148. void setManaPoints(ObjectInstanceID hid, int val) override;
  149. void giveHero(ObjectInstanceID id, PlayerColor player) override;
  150. void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) override;
  151. void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override;
  152. void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override;
  153. void changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide) override;
  154. bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) override;
  155. //////////////////////////////////////////////////////////////////////////
  156. void useScholarSkill(ObjectInstanceID hero1, ObjectInstanceID hero2);
  157. void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
  158. void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
  159. bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL);
  160. void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
  161. void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
  162. void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them
  163. void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
  164. void levelUpCommander (const CCommanderInstance * c);
  165. void expGiven(const CGHeroInstance *hero); //triggers needed level-ups, handles also commander of this hero
  166. //////////////////////////////////////////////////////////////////////////
  167. void commitPackage(CPackForClient *pack) override;
  168. void init(StartInfo *si);
  169. void handleConnection(std::set<PlayerColor> players, CConnection &c);
  170. PlayerColor getPlayerAt(CConnection *c) const;
  171. void playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj);
  172. bool makeBattleAction(BattleAction &ba);
  173. bool makeAutomaticAction(const CStack *stack, BattleAction &ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
  174. bool makeCustomAction(BattleAction &ba);
  175. void stackTurnTrigger(const CStack * stack);
  176. void handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack); //checks if obstacle is land mine and handles possible consequences
  177. void removeObstacle(const CObstacleInstance &obstacle);
  178. bool queryReply( QueryID qid, ui32 answer, PlayerColor player );
  179. bool hireHero( const CGObjectInstance *obj, ui8 hid, PlayerColor player );
  180. bool buildBoat( ObjectInstanceID objid );
  181. bool setFormation( ObjectInstanceID hid, ui8 formation );
  182. bool tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2);
  183. bool sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count);
  184. bool sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2);
  185. bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID);
  186. bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot);
  187. bool assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
  188. bool buyArtifact( ObjectInstanceID hid, ArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
  189. 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
  190. bool sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid); //for artifact merchant selling
  191. //void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
  192. bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill);
  193. bool garrisonSwap(ObjectInstanceID tid);
  194. bool upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID );
  195. bool recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst, CreatureID crid, ui32 cram, si32 level);
  196. bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
  197. bool razeStructure(ObjectInstanceID tid, BuildingID bid);
  198. bool disbandCreature( ObjectInstanceID id, SlotID pos );
  199. bool arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player);
  200. void save(const std::string &fname);
  201. void close();
  202. void handleTimeEvents();
  203. void handleTownEvents(CGTownInstance *town, NewTurn &n);
  204. bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
  205. void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
  206. void objectVisitEnded(const CObjectVisitQuery &query);
  207. void engageIntoBattle( PlayerColor player );
  208. bool dig(const CGHeroInstance *h);
  209. bool castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos);
  210. void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);
  211. template <typename Handler> void serialize(Handler &h, const int version)
  212. {
  213. h & QID & states & finishingBattle;
  214. }
  215. void sendMessageToAll(const std::string &message);
  216. void sendMessageTo(CConnection &c, const std::string &message);
  217. void sendToAllClients(CPackForClient * info);
  218. void sendAndApply(CPackForClient * info);
  219. void applyAndSend(CPackForClient * info);
  220. void sendAndApply(CGarrisonOperationPack * info);
  221. void sendAndApply(SetResource * info);
  222. void sendAndApply(SetResources * info);
  223. void sendAndApply(NewStructures * info);
  224. struct FinishingBattleHelper
  225. {
  226. FinishingBattleHelper();
  227. FinishingBattleHelper(shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount);
  228. //shared_ptr<const CBattleQuery> query;
  229. const CGHeroInstance *winnerHero, *loserHero;
  230. PlayerColor victor, loser;
  231. bool duel;
  232. int remainingBattleQueriesCount;
  233. template <typename Handler> void serialize(Handler &h, const int version)
  234. {
  235. h & /*query & */winnerHero & loserHero & victor & loser & duel & remainingBattleQueriesCount;
  236. }
  237. };
  238. unique_ptr<FinishingBattleHelper> finishingBattle;
  239. void battleAfterLevelUp(const BattleResult &result);
  240. void run(bool resume);
  241. void newTurn();
  242. void handleAttackBeforeCasting (const BattleAttack & bat);
  243. void handleAfterAttackCasting (const BattleAttack & bat);
  244. void attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker);
  245. bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot);
  246. void spawnWanderingMonsters(CreatureID creatureID);
  247. friend class CVCMIServer;
  248. private:
  249. ServerSpellCastEnvironment * spellEnv;
  250. std::list<PlayerColor> generatePlayerTurnOrder() const;
  251. void makeStackDoNothing(const CStack * next);
  252. void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
  253. // Check for victory and loss conditions
  254. void checkVictoryLossConditionsForPlayer(PlayerColor player);
  255. void checkVictoryLossConditions(const std::set<PlayerColor> & playerColors);
  256. void checkVictoryLossConditionsForAll();
  257. };
  258. void makeStackDoNothing();