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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
*
*/
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# pragma once
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
# include <vcmi/Environment.h>
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# include "../lib/IGameCallback.h"
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
# include "../lib/battle/CBattleInfoCallback.h"
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# include "../lib/LoadProgress.h"
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
# include "../lib/ScriptHandler.h"
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# include "TurnTimerHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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struct SideInBattle ;
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class IMarket ;
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class SpellCastEnvironment ;
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class CConnection ;
class CCommanderInstance ;
class EVictoryLossCheckResult ;
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struct CPack ;
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struct CPackForServer ;
struct NewTurn ;
struct CGarrisonOperationPack ;
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struct SetResources ;
struct NewStructures ;
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# if SCRIPTING_ENABLED
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
namespace scripting
{
class PoolImpl ;
}
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# endif
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
2018-01-05 19:21:07 +02:00
template < typename T > class CApplier ;
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VCMI_LIB_NAMESPACE_END
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class HeroPoolProcessor ;
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class CVCMIServer ;
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class CBaseForGHApply ;
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class PlayerMessageProcessor ;
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class BattleProcessor ;
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class TurnOrderProcessor ;
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class QueriesProcessor ;
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class CObjectVisitQuery ;
2018-01-05 19:21:07 +02:00
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
class CGameHandler : public IGameCallback , public CBattleInfoCallback , public Environment
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{
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CVCMIServer * lobby ;
std : : shared_ptr < CApplier < CBaseForGHApply > > applier ;
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public :
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using CCallbackBase : : setBattle ;
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std : : unique_ptr < HeroPoolProcessor > heroPool ;
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std : : unique_ptr < BattleProcessor > battles ;
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std : : unique_ptr < QueriesProcessor > queries ;
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std : : unique_ptr < TurnOrderProcessor > turnOrder ;
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//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 } ;
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std : : unique_ptr < PlayerMessageProcessor > playerMessages ;
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std : : map < PlayerColor , std : : set < std : : shared_ptr < CConnection > > > connections ; //player color -> connection to client with interface of that player
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//queries stuff
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boost : : recursive_mutex gsm ;
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ui32 QID ;
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SpellCastEnvironment * spellEnv ;
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TurnTimerHandler turnTimerHandler ;
2017-06-06 06:53:51 +02:00
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
const Services * services ( ) const override ;
const BattleCb * battle ( ) const override ;
const GameCb * game ( ) const override ;
vstd : : CLoggerBase * logger ( ) const override ;
events : : EventBus * eventBus ( ) const override ;
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CVCMIServer * gameLobby ( ) const ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
2013-04-20 14:34:01 +03:00
bool isValidObject ( const CGObjectInstance * obj ) const ;
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bool isBlockedByQueries ( const CPack * pack , PlayerColor player ) ;
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bool isAllowedExchange ( ObjectInstanceID id1 , ObjectInstanceID id2 ) ;
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void giveSpells ( const CGTownInstance * t , const CGHeroInstance * h ) ;
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CGameHandler ( ) ;
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CGameHandler ( CVCMIServer * lobby ) ;
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~ CGameHandler ( ) ;
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//////////////////////////////////////////////////////////////////////////
//from IGameCallback
//do sth
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void changeSpells ( const CGHeroInstance * hero , bool give , const std : : set < SpellID > & spells ) override ;
bool removeObject ( const CGObjectInstance * obj ) override ;
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void createObject ( const int3 & visitablePosition , Obj type , int32_t subtype ) override ;
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void setOwner ( const CGObjectInstance * obj , PlayerColor owner ) override ;
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void changePrimSkill ( const CGHeroInstance * hero , PrimarySkill which , si64 val , bool abs = false ) override ;
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void changeSecSkill ( const CGHeroInstance * hero , SecondarySkill which , int val , bool abs = false ) override ;
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void showBlockingDialog ( BlockingDialog * iw ) override ;
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void showTeleportDialog ( TeleportDialog * iw ) override ;
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void showGarrisonDialog ( ObjectInstanceID upobj , ObjectInstanceID hid , bool removableUnits ) override ;
void showThievesGuildWindow ( PlayerColor player , ObjectInstanceID requestingObjId ) override ;
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void giveResource ( PlayerColor player , GameResID which , int val ) override ;
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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 ;
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bool changeStackType ( const StackLocation & sl , const CCreature * c ) override ;
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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 ;
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void removeAfterVisit ( const CGObjectInstance * object ) override ;
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bool giveHeroNewArtifact ( const CGHeroInstance * h , const CArtifact * artType , ArtifactPosition pos = ArtifactPosition : : FIRST_AVAILABLE ) override ;
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bool giveHeroArtifact ( const CGHeroInstance * h , const CArtifactInstance * a , ArtifactPosition pos ) override ;
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void putArtifact ( const ArtifactLocation & al , const CArtifactInstance * a ) override ;
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void removeArtifact ( const ArtifactLocation & al ) override ;
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bool moveArtifact ( const ArtifactLocation & al1 , const ArtifactLocation & al2 ) override ;
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bool bulkMoveArtifacts ( ObjectInstanceID srcHero , ObjectInstanceID dstHero , bool swap ) ;
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bool eraseArtifactByClient ( const ArtifactLocation & al ) ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
void synchronizeArtifactHandlerLists ( ) ;
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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
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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
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bool moveHero ( ObjectInstanceID hid , int3 dst , ui8 teleporting , bool transit = false , PlayerColor asker = PlayerColor : : NEUTRAL ) override ;
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void giveHeroBonus ( GiveBonus * bonus ) override ;
void setMovePoints ( SetMovePoints * smp ) override ;
void setManaPoints ( ObjectInstanceID hid , int val ) override ;
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void giveHero ( ObjectInstanceID id , PlayerColor player , ObjectInstanceID boatId = ObjectInstanceID ( ) ) override ;
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void changeObjPos ( ObjectInstanceID objid , int3 newPos ) override ;
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void heroExchange ( ObjectInstanceID hero1 , ObjectInstanceID hero2 ) override ;
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void changeFogOfWar ( int3 center , ui32 radius , PlayerColor player , bool hide ) override ;
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void changeFogOfWar ( std : : unordered_set < int3 > & tiles , PlayerColor player , bool hide ) override ;
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void castSpell ( const spells : : Caster * caster , SpellID spellID , const int3 & pos ) override ;
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bool isVisitCoveredByAnotherQuery ( const CGObjectInstance * obj , const CGHeroInstance * hero ) override ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
void setObjProperty ( ObjectInstanceID objid , int prop , si64 val ) override ;
void showInfoDialog ( InfoWindow * iw ) override ;
void showInfoDialog ( const std : : string & msg , PlayerColor player ) override ;
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//////////////////////////////////////////////////////////////////////////
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void useScholarSkill ( ObjectInstanceID hero1 , ObjectInstanceID hero2 ) ;
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void setPortalDwelling ( const CGTownInstance * town , bool forced , bool clear ) ;
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void visitObjectOnTile ( const TerrainTile & t , const CGHeroInstance * h ) ;
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bool teleportHero ( ObjectInstanceID hid , ObjectInstanceID dstid , ui8 source , PlayerColor asker = PlayerColor : : NEUTRAL ) ;
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void visitCastleObjects ( const CGTownInstance * obj , const CGHeroInstance * hero ) override ;
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void levelUpHero ( const CGHeroInstance * hero , SecondarySkill skill ) ; //handle client respond and send one more request if needed
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void levelUpHero ( const CGHeroInstance * hero ) ; //initial call - check if hero have remaining levelups & handle them
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void levelUpCommander ( const CCommanderInstance * c , int skill ) ; //secondary skill 1 to 6, special skill : skill - 100
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void levelUpCommander ( const CCommanderInstance * c ) ;
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void expGiven ( const CGHeroInstance * hero ) ; //triggers needed level-ups, handles also commander of this hero
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//////////////////////////////////////////////////////////////////////////
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void init ( StartInfo * si , Load : : ProgressAccumulator & progressTracking ) ;
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void handleClientDisconnection ( std : : shared_ptr < CConnection > c ) ;
void handleReceivedPack ( CPackForServer * pack ) ;
PlayerColor getPlayerAt ( std : : shared_ptr < CConnection > c ) const ;
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bool hasPlayerAt ( PlayerColor player , std : : shared_ptr < CConnection > c ) const ;
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bool queryReply ( QueryID qid , const JsonNode & answer , PlayerColor player ) ;
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bool buildBoat ( ObjectInstanceID objid , PlayerColor player ) ;
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bool setFormation ( ObjectInstanceID hid , ui8 formation ) ;
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bool tradeResources ( const IMarket * market , ui32 val , PlayerColor player , ui32 id1 , ui32 id2 ) ;
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bool sacrificeCreatures ( const IMarket * market , const CGHeroInstance * hero , const std : : vector < SlotID > & slot , const std : : vector < ui32 > & count ) ;
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bool sendResources ( ui32 val , PlayerColor player , GameResID r1 , PlayerColor r2 ) ;
bool sellCreatures ( ui32 count , const IMarket * market , const CGHeroInstance * hero , SlotID slot , GameResID resourceID ) ;
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bool transformInUndead ( const IMarket * market , const CGHeroInstance * hero , SlotID slot ) ;
bool assembleArtifacts ( ObjectInstanceID heroID , ArtifactPosition artifactSlot , bool assemble , ArtifactID assembleTo ) ;
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bool buyArtifact ( ObjectInstanceID hid , ArtifactID aid ) ; //for blacksmith and mage guild only -> buying for gold in common buildings
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bool buyArtifact ( const IMarket * m , const CGHeroInstance * h , GameResID 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 , GameResID rid ) ; //for artifact merchant selling
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//void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
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bool buySecSkill ( const IMarket * m , const CGHeroInstance * h , SecondarySkill skill ) ;
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bool garrisonSwap ( ObjectInstanceID tid ) ;
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bool swapGarrisonOnSiege ( ObjectInstanceID tid ) override ;
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bool upgradeCreature ( ObjectInstanceID objid , SlotID pos , CreatureID upgID ) ;
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bool recruitCreatures ( ObjectInstanceID objid , ObjectInstanceID dst , CreatureID crid , ui32 cram , si32 level ) ;
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bool buildStructure ( ObjectInstanceID tid , BuildingID bid , bool force = false ) ; //force - for events: no cost, no checkings
bool razeStructure ( ObjectInstanceID tid , BuildingID bid ) ;
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bool disbandCreature ( ObjectInstanceID id , SlotID pos ) ;
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bool arrangeStacks ( ObjectInstanceID id1 , ObjectInstanceID id2 , ui8 what , SlotID p1 , SlotID p2 , si32 val , PlayerColor player ) ;
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bool bulkMoveArmy ( ObjectInstanceID srcArmy , ObjectInstanceID destArmy , SlotID srcSlot ) ;
bool bulkSplitStack ( SlotID src , ObjectInstanceID srcOwner , si32 howMany ) ;
bool bulkMergeStacks ( SlotID slotSrc , ObjectInstanceID srcOwner ) ;
bool bulkSmartSplitStack ( SlotID slotSrc , ObjectInstanceID srcOwner ) ;
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void save ( const std : : string & fname ) ;
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bool load ( const std : : string & fname ) ;
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void onPlayerTurnStarted ( PlayerColor which ) ;
void onPlayerTurnEnded ( PlayerColor which ) ;
void onNewTurn ( ) ;
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void handleTimeEvents ( ) ;
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void handleTownEvents ( CGTownInstance * town , NewTurn & n ) ;
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bool complain ( const std : : string & problem ) ; //sends message to all clients, prints on the logs and return true
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void objectVisited ( const CGObjectInstance * obj , const CGHeroInstance * h ) ;
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void objectVisitEnded ( const CObjectVisitQuery & query ) ;
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bool dig ( const CGHeroInstance * h ) ;
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void moveArmy ( const CArmedInstance * src , const CArmedInstance * dst , bool allowMerging ) ;
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
2008-12-27 03:01:59 +02:00
template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & QID ;
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h & getRandomGenerator ( ) ;
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h & * battles ;
h & * heroPool ;
h & * playerMessages ;
h & * turnOrder ;
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# if SCRIPTING_ENABLED
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JsonNode scriptsState ;
if ( h . saving )
serverScripts - > serializeState ( h . saving , scriptsState ) ;
h & scriptsState ;
if ( ! h . saving )
serverScripts - > serializeState ( h . saving , scriptsState ) ;
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# endif
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}
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void sendToAllClients ( CPackForClient * pack ) ;
void sendAndApply ( CPackForClient * pack ) override ;
void applyAndSend ( CPackForClient * pack ) ;
void sendAndApply ( CGarrisonOperationPack * pack ) ;
void sendAndApply ( SetResources * pack ) ;
void sendAndApply ( NewStructures * pack ) ;
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void wrongPlayerMessage ( CPackForServer * pack , PlayerColor expectedplayer ) ;
void throwNotAllowedAction ( CPackForServer * pack ) ;
void throwOnWrongOwner ( CPackForServer * pack , ObjectInstanceID id ) ;
void throwOnWrongPlayer ( CPackForServer * pack , PlayerColor player ) ;
void throwAndComplain ( CPackForServer * pack , std : : string txt ) ;
bool isPlayerOwns ( CPackForServer * pack , ObjectInstanceID id ) ;
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void run ( bool resume ) ;
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bool sacrificeArtifact ( const IMarket * m , const CGHeroInstance * hero , const std : : vector < ArtifactPosition > & slot ) ;
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void spawnWanderingMonsters ( CreatureID creatureID ) ;
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// Check for victory and loss conditions
void checkVictoryLossConditionsForPlayer ( PlayerColor player ) ;
void checkVictoryLossConditions ( const std : : set < PlayerColor > & playerColors ) ;
void checkVictoryLossConditionsForAll ( ) ;
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2016-09-09 19:30:36 +02:00
CRandomGenerator & getRandomGenerator ( ) ;
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# if SCRIPTING_ENABLED
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
scripting : : Pool * getGlobalContextPool ( ) const override ;
scripting : : Pool * getContextPool ( ) const override ;
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# endif
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
friend class CVCMIServer ;
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private :
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
std : : unique_ptr < events : : EventBus > serverEventBus ;
2022-09-21 18:31:14 +02:00
# if SCRIPTING_ENABLED
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
std : : shared_ptr < scripting : : PoolImpl > serverScripts ;
2022-09-21 18:31:14 +02:00
# endif
Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2018-03-17 16:58:30 +02:00
void reinitScripting ( ) ;
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2014-06-25 17:11:07 +03:00
void getVictoryLossMessage ( PlayerColor player , const EVictoryLossCheckResult & victoryLossCheckResult , InfoWindow & out ) const ;
2013-11-30 12:43:31 +03:00
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const std : : string complainNoCreatures ;
const std : : string complainNotEnoughCreatures ;
const std : : string complainInvalidSlot ;
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} ;
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class ExceptionNotAllowedAction : public std : : exception
{
} ;