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- /*
- * 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;
- h & states;
- h & 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;
- h & loserHero;
- h & victor;
- h & 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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