| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324 | /* * 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 * */#pragma once#include "../lib/FunctionList.h"#include "../lib/IGameCallback.h"#include "../lib/battle/BattleAction.h"#include "CQuery.h"class CGameHandler;class CVCMIServer;class CGameState;struct StartInfo;struct BattleResult;struct BattleAttack;struct BattleStackAttacked;struct CPack;struct Query;struct SetResources;struct NewStructures;class CGHeroInstance;class IMarket;class SpellCastEnvironment;struct PlayerStatus{	bool makingTurn;	PlayerStatus()		: makingTurn(false){};	template<typename Handler> void serialize(Handler & h, const int version)	{		h & makingTurn;	}};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);	bool checkFlag(PlayerColor player, bool PlayerStatus::* flag);	void setFlag(PlayerColor player, bool PlayerStatus::* flag, bool val);	template<typename Handler> void serialize(Handler & h, const int version)	{		h & players;	}};struct CasualtiesAfterBattle{	typedef std::pair<StackLocation, int> TStackAndItsNewCount;	typedef std::map<CreatureID, TQuantity> TSummoned;	enum	{		ERASE = -1	};	const CArmedInstance * army;	std::vector<TStackAndItsNewCount> newStackCounts;	std::vector<ArtifactLocation> removedWarMachines;	TSummoned summoned;	ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations	CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo * bat);	void updateArmy(CGameHandler * gh);};class CGameHandler : public IGameCallback, CBattleInfoCallback{public:	//use enums as parameters, because doMove(sth, true, false, true) is not readable	enum EGuardLook	{		CHECK_FOR_GUARDS,		IGNORE_GUARDS	};	enum EVisitDest	{		VISIT_DEST,		DONT_VISIT_DEST	};	enum ELEaveTile	{		LEAVING_TILE,		REMAINING_ON_TILE	};	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;	Queries queries;	SpellCastEnvironment * spellEnv;	bool isValidObject(const CGObjectInstance * obj) const;	bool isBlockedByQueries(const CPack * pack, PlayerColor player);	bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);	void giveSpells(const CGTownInstance * t, const CGHeroInstance * h);	int moveStack(int stack, BattleHex dest); //returned value - travelled distance	void runBattle();	////used only in endBattle - don't touch elsewhere	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 checkBattleStateChanges();	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 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 showBlockingDialog(BlockingDialog * iw) override;	void showTeleportDialog(TeleportDialog * iw) override;	void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override;	void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override;	void giveResource(PlayerColor player, Res::ERes which, int val) override;	void giveResources(PlayerColor player, TResources resources) 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, const 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 removeAfterVisit(const CGObjectInstance * object) override;	bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art);	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;	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	void startBattleI(const CArmedInstance * army1, const CArmedInstance * army2, int3 tile, bool creatureBank = false) override; //if any of armies is hero, hero will be used	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 setAmount(ObjectInstanceID objid, ui32 val) override;	bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, 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 changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override;	void changeFogOfWar(std::unordered_set<int3, ShashInt3> & tiles, PlayerColor player, bool hide) override;	bool isVisitCoveredByAnotherQuery(const CGObjectInstance * obj, const CGHeroInstance * hero) override;	//////////////////////////////////////////////////////////////////////////	void useScholarSkill(ObjectInstanceID hero1, ObjectInstanceID hero2);	void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);	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 expGiven(const CGHeroInstance * hero); //triggers needed level-ups, handles also commander of this hero	//////////////////////////////////////////////////////////////////////////	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, ObjectInstanceID currObj);	void updateGateState();	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)	bool makeCustomAction(BattleAction & ba);	void stackEnchantedTrigger(const CStack * stack);	void stackTurnTrigger(const CStack * stack);	bool handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving = false); //checks if obstacle is land mine and handles possible consequences	void removeObstacle(const CObstacleInstance & obstacle);	bool queryReply(QueryID qid, const JsonNode & 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, ObjectInstanceID dst, 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 playerLeftGame(int cid);	void handleTimeEvents();	void handleTownEvents(CGTownInstance * town, NewTurn & n);	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 objectVisitEnded(const CObjectVisitQuery & query);	void engageIntoBattle(PlayerColor player);	bool dig(const CGHeroInstance * h);	void moveArmy(const CArmedInstance * src, const CArmedInstance * dst, bool allowMerging);	template<typename Handler> void serialize(Handler & h, const int version)	{		h & QID & states & finishingBattle;		if(version >= 761)		{			h & getRandomGenerator();		}	}	void sendMessageToAll(const std::string & message);	void sendMessageTo(CConnection & c, const std::string & message);	void sendToAllClients(CPackForClient * info);	void sendAndApply(CPackForClient * info) override;	void applyAndSend(CPackForClient * info);	void sendAndApply(CGarrisonOperationPack * info);	void sendAndApply(SetResources * info);	void sendAndApply(NewStructures * info);	struct FinishingBattleHelper	{		FinishingBattleHelper();		FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, int RemainingBattleQueriesCount);		const CGHeroInstance * winnerHero, * loserHero;		PlayerColor victor, loser;		int remainingBattleQueriesCount;		template<typename Handler> void serialize(Handler & h, const int version)		{			h & winnerHero & loserHero & victor & loser;			if(version < 774 && !h.saving)			{				bool duel;				h & duel;			}			h & remainingBattleQueriesCount;		}	};	std::unique_ptr<FinishingBattleHelper> finishingBattle;	void battleAfterLevelUp(const BattleResult & result);	void run(bool resume);	void newTurn();	void handleAttackBeforeCasting(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);	void handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated);	friend class CVCMIServer;	CRandomGenerator & getRandomGenerator();private:	std::list<PlayerColor> generatePlayerTurnOrder() const;	void makeStackDoNothing(const CStack * next);	void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;	// Check for victory and loss conditions	void checkVictoryLossConditionsForPlayer(PlayerColor player);	void checkVictoryLossConditions(const std::set<PlayerColor> & playerColors);	void checkVictoryLossConditionsForAll();};class clientDisconnectedException : public std::exception{};void makeStackDoNothing();
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