CGameHandler.h 15 KB

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