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 SetResources;
  25. struct NewStructures;
  26. class CGHeroInstance;
  27. class IMarket;
  28. class ServerSpellCastEnvironment;
  29. struct PlayerStatus
  30. {
  31. bool makingTurn;
  32. PlayerStatus():makingTurn(false){};
  33. template <typename Handler> void serialize(Handler &h, const int version)
  34. {
  35. h & makingTurn;
  36. }
  37. };
  38. class PlayerStatuses
  39. {
  40. public:
  41. std::map<PlayerColor,PlayerStatus> players;
  42. boost::mutex mx;
  43. boost::condition_variable cv; //notifies when any changes are made
  44. void addPlayer(PlayerColor player);
  45. PlayerStatus operator[](PlayerColor player);
  46. bool checkFlag(PlayerColor player, bool PlayerStatus::*flag);
  47. void setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val);
  48. template <typename Handler> void serialize(Handler &h, const int version)
  49. {
  50. h & players;
  51. }
  52. };
  53. struct CasualtiesAfterBattle
  54. {
  55. typedef std::pair<StackLocation, int> TStackAndItsNewCount;
  56. typedef std::map<CreatureID, TQuantity> TSummoned;
  57. enum {ERASE = -1};
  58. const CArmedInstance * army;
  59. std::vector<TStackAndItsNewCount> newStackCounts;
  60. std::vector<ArtifactLocation> removedWarMachines;
  61. TSummoned summoned;
  62. ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
  63. CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat);
  64. void updateArmy(CGameHandler *gh);
  65. };
  66. class CGameHandler : public IGameCallback, CBattleInfoCallback
  67. {
  68. public:
  69. //use enums as parameters, because doMove(sth, true, false, true) is not readable
  70. enum EGuardLook {CHECK_FOR_GUARDS, IGNORE_GUARDS};
  71. enum EVisitDest {VISIT_DEST, DONT_VISIT_DEST};
  72. enum ELEaveTile {LEAVING_TILE, REMAINING_ON_TILE};
  73. std::map<PlayerColor, CConnection*> connections; //player color -> connection to client with interface of that player
  74. PlayerStatuses states; //player color -> player state
  75. std::set<CConnection*> conns;
  76. //queries stuff
  77. boost::recursive_mutex gsm;
  78. ui32 QID;
  79. Queries queries;
  80. bool isValidObject(const CGObjectInstance *obj) const;
  81. bool isBlockedByQueries(const CPack *pack, PlayerColor player);
  82. bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);
  83. void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
  84. int moveStack(int stack, BattleHex dest); //returned value - travelled distance
  85. void runBattle();
  86. ////used only in endBattle - don't touch elsewhere
  87. bool visitObjectAfterVictory;
  88. //
  89. void endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2); //ends battle
  90. void prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex); //distance - number of hexes travelled before attacking
  91. void applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary); //damage, drain life & fire shield
  92. void checkBattleStateChanges();
  93. void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
  94. void setBattleResult(BattleResult::EResult resultType, int victoriusSide);
  95. void duelFinished();
  96. CGameHandler(void);
  97. ~CGameHandler(void);
  98. //////////////////////////////////////////////////////////////////////////
  99. //from IGameCallback
  100. //do sth
  101. void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override;
  102. bool removeObject(const CGObjectInstance * obj) override;
  103. void setBlockVis(ObjectInstanceID objid, bool bv) override;
  104. void setOwner(const CGObjectInstance * obj, PlayerColor owner) override;
  105. void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) override;
  106. void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) override;
  107. void showBlockingDialog(BlockingDialog *iw) override;
  108. void showTeleportDialog(TeleportDialog *iw) override;
  109. void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override;
  110. void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override;
  111. void giveResource(PlayerColor player, Res::ERes which, int val) override;
  112. void giveResources(PlayerColor player, TResources resources) override;
  113. void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override;
  114. void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) override;
  115. bool changeStackType(const StackLocation &sl, const CCreature *c) override;
  116. bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) override;
  117. bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) override;
  118. bool eraseStack(const StackLocation &sl, bool forceRemoval = false) override;
  119. bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override;
  120. bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override;
  121. void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) override;
  122. bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) override;
  123. void removeAfterVisit(const CGObjectInstance *object) override;
  124. void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) override;
  125. void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) override;
  126. void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) override;
  127. void removeArtifact(const ArtifactLocation &al) override;
  128. bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) override;
  129. void synchronizeArtifactHandlerLists() override;
  130. void showCompInfo(ShowInInfobox * comp) override;
  131. void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
  132. void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
  133. 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
  134. void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override; //if any of armies is hero, hero will be used
  135. 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
  136. void setAmount(ObjectInstanceID objid, ui32 val) override;
  137. bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override;
  138. void giveHeroBonus(GiveBonus * bonus) override;
  139. void setMovePoints(SetMovePoints * smp) override;
  140. void setManaPoints(ObjectInstanceID hid, int val) override;
  141. void giveHero(ObjectInstanceID id, PlayerColor player) override;
  142. void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) override;
  143. void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override;
  144. void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override;
  145. void changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide) override;
  146. bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) override;
  147. //////////////////////////////////////////////////////////////////////////
  148. void useScholarSkill(ObjectInstanceID hero1, ObjectInstanceID hero2);
  149. void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
  150. void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
  151. bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL);
  152. void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
  153. void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
  154. void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them
  155. void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
  156. void levelUpCommander (const CCommanderInstance * c);
  157. void expGiven(const CGHeroInstance *hero); //triggers needed level-ups, handles also commander of this hero
  158. //////////////////////////////////////////////////////////////////////////
  159. void commitPackage(CPackForClient *pack) override;
  160. void init(StartInfo *si);
  161. void handleConnection(std::set<PlayerColor> players, CConnection &c);
  162. PlayerColor getPlayerAt(CConnection *c) const;
  163. void playerMessage(PlayerColor player, const std::string &message, ObjectInstanceID currObj);
  164. void updateGateState();
  165. bool makeBattleAction(BattleAction &ba);
  166. bool makeAutomaticAction(const CStack *stack, BattleAction &ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
  167. bool makeCustomAction(BattleAction &ba);
  168. void stackAppearTrigger(const CStack *stack);
  169. void stackTurnTrigger(const CStack *stack);
  170. void handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack); //checks if obstacle is land mine and handles possible consequences
  171. void removeObstacle(const CObstacleInstance &obstacle);
  172. bool queryReply( QueryID qid, ui32 answer, PlayerColor player );
  173. bool hireHero( const CGObjectInstance *obj, ui8 hid, PlayerColor player );
  174. bool buildBoat( ObjectInstanceID objid );
  175. bool setFormation( ObjectInstanceID hid, ui8 formation );
  176. bool tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2);
  177. bool sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count);
  178. bool sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2);
  179. bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID);
  180. bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot);
  181. bool assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
  182. bool buyArtifact( ObjectInstanceID hid, ArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
  183. 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
  184. bool sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid); //for artifact merchant selling
  185. //void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
  186. bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill);
  187. bool garrisonSwap(ObjectInstanceID tid);
  188. bool upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID );
  189. bool recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst, CreatureID crid, ui32 cram, si32 level);
  190. bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
  191. bool razeStructure(ObjectInstanceID tid, BuildingID bid);
  192. bool disbandCreature( ObjectInstanceID id, SlotID pos );
  193. bool arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player);
  194. void save(const std::string &fname);
  195. void close();
  196. void handleTimeEvents();
  197. void handleTownEvents(CGTownInstance *town, NewTurn &n);
  198. bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
  199. void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
  200. void objectVisitEnded(const CObjectVisitQuery &query);
  201. void engageIntoBattle( PlayerColor player );
  202. bool dig(const CGHeroInstance *h);
  203. bool castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos);
  204. void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);
  205. template <typename Handler> void serialize(Handler &h, const int version)
  206. {
  207. h & QID & states & finishingBattle;
  208. if(version >= 761)
  209. {
  210. h & getRandomGenerator();
  211. }
  212. }
  213. void sendMessageToAll(const std::string &message);
  214. void sendMessageTo(CConnection &c, const std::string &message);
  215. void sendToAllClients(CPackForClient * info);
  216. void sendAndApply(CPackForClient * info) override;
  217. void applyAndSend(CPackForClient * info);
  218. void sendAndApply(CGarrisonOperationPack * info);
  219. void sendAndApply(SetResources * info);
  220. void sendAndApply(NewStructures * info);
  221. struct FinishingBattleHelper
  222. {
  223. FinishingBattleHelper();
  224. FinishingBattleHelper(std::shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount);
  225. //std::shared_ptr<const CBattleQuery> query;
  226. const CGHeroInstance *winnerHero, *loserHero;
  227. PlayerColor victor, loser;
  228. bool duel;
  229. int remainingBattleQueriesCount;
  230. template <typename Handler> void serialize(Handler &h, const int version)
  231. {
  232. h & /*query & */winnerHero & loserHero & victor & loser & duel & remainingBattleQueriesCount;
  233. }
  234. };
  235. std::unique_ptr<FinishingBattleHelper> finishingBattle;
  236. void battleAfterLevelUp(const BattleResult &result);
  237. void run(bool resume);
  238. void newTurn();
  239. void handleAttackBeforeCasting(BattleAttack *bat);
  240. void handleAfterAttackCasting (const BattleAttack & bat);
  241. void attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker);
  242. bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot);
  243. void spawnWanderingMonsters(CreatureID creatureID);
  244. void handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated);
  245. friend class CVCMIServer;
  246. CRandomGenerator & getRandomGenerator();
  247. private:
  248. ServerSpellCastEnvironment * spellEnv;
  249. std::list<PlayerColor> generatePlayerTurnOrder() const;
  250. void makeStackDoNothing(const CStack * next);
  251. void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
  252. // Check for victory and loss conditions
  253. void checkVictoryLossConditionsForPlayer(PlayerColor player);
  254. void checkVictoryLossConditions(const std::set<PlayerColor> & playerColors);
  255. void checkVictoryLossConditionsForAll();
  256. };
  257. void makeStackDoNothing();