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# pragma once
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# include "../client/FunctionList.h"
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# include "../lib/CGameState.h"
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# include "../lib/Connection.h"
# include "../lib/IGameCallback.h"
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# include "../lib/BattleAction.h"
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# include "../lib/NetPacks.h"
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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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class CGameHandler ;
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class CVCMIServer ;
class CGameState ;
struct StartInfo ;
class CCPPObjectScript ;
class CScriptCallback ;
struct BattleResult ;
struct BattleAttack ;
struct BattleStackAttacked ;
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struct CPack ;
struct Query ;
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struct SetGarrisons ;
struct SetResource ;
struct SetResources ;
struct NewStructures ;
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class CGHeroInstance ;
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class IMarket ;
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extern std : : map < ui32 , CFunctionList < void ( ui32 ) > > callbacks ; //question id => callback functions - for selection dialogs
extern boost : : mutex gsm ;
struct PlayerStatus
{
bool makingTurn , engagedIntoBattle ;
std : : set < ui32 > queries ;
PlayerStatus ( ) : makingTurn ( false ) , engagedIntoBattle ( false ) { } ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
h & makingTurn & engagedIntoBattle & queries ;
}
} ;
class PlayerStatuses
{
public :
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std : : map < TPlayerColor , PlayerStatus > players ;
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boost : : mutex mx ;
boost : : condition_variable cv ; //notifies when any changes are made
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void addPlayer ( TPlayerColor player ) ;
PlayerStatus operator [ ] ( TPlayerColor player ) ;
int getQueriesCount ( TPlayerColor player ) ; //returns 0 if there is no such player
bool checkFlag ( TPlayerColor player , bool PlayerStatus : : * flag ) ;
void setFlag ( TPlayerColor player , bool PlayerStatus : : * flag , bool val ) ;
void addQuery ( TPlayerColor player , ui32 id ) ;
void removeQuery ( TPlayerColor player , ui32 id ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & players ;
}
} ;
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struct CasualtiesAfterBattle
{
typedef std : : pair < StackLocation , int > TStackAndItsNewCount ;
enum { ERASE = - 1 } ;
std : : vector < TStackAndItsNewCount > newStackCounts ;
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si32 heroWithDeadCommander ; //TODO: unify stack loactions
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CasualtiesAfterBattle ( const CArmedInstance * army , BattleInfo * bat ) ;
void takeFromArmy ( CGameHandler * gh ) ;
} ;
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class CGameHandler : public IGameCallback , CBattleInfoCallback
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{
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private :
void makeStackDoNothing ( const CStack * next ) ;
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bool isAllowedExchangeForQuery ( int id1 , int id2 ) ;
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public :
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CVCMIServer * s ;
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std : : map < int , CConnection * > connections ; //player color -> connection to client with interface of that player
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PlayerStatuses states ; //player color -> player state
std : : set < CConnection * > conns ;
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//queries stuff
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boost : : recursive_mutex gsm ;
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ui32 QID ;
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//TODO get rid of cfunctionlist (or similar) and use serialziable callback structure
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std : : map < ui32 , CFunctionList < void ( ui32 ) > > callbacks ; //query id => callback function - for selection and yes/no dialogs
std : : map < ui32 , std : : pair < si32 , si32 > > allowedExchanges ;
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bool isBlockedByQueries ( const CPack * pack , int packType , ui8 player ) ;
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bool isAllowedExchange ( int id1 , int id2 ) ;
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bool isAllowedArrangePack ( const ArrangeStacks * pack ) ;
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void giveSpells ( const CGTownInstance * t , const CGHeroInstance * h ) ;
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int moveStack ( int stack , BattleHex dest ) ; //returned value - travelled distance
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void startBattle ( const CArmedInstance * armies [ 2 ] , int3 tile , const CGHeroInstance * heroes [ 2 ] , bool creatureBank , boost : : function < void ( BattleResult * ) > cb , const CGTownInstance * town = NULL ) ; //use hero=NULL for no hero
void runBattle ( ) ;
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void checkLossVictory ( ui8 player ) ;
void winLoseHandle ( ui8 players = 255 ) ; //players: bit field - colours of players to be checked; default: all
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void getLossVicMessage ( ui8 player , si8 standard , bool victory , InfoWindow & out ) const ;
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////used only in endBattle - don't touch elsewhere
boost : : function < void ( BattleResult * ) > * battleEndCallback ;
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//const CArmedInstance * bEndArmy1, * bEndArmy2;
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bool visitObjectAfterVictory ;
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//
void endBattle ( int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 ) ; //ends battle
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void prepareAttack ( BattleAttack & bat , const CStack * att , const CStack * def , int distance , int targetHex ) ; //distance - number of hexes travelled before attacking
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void applyBattleEffects ( BattleAttack & bat , const CStack * att , const CStack * def , int distance , bool secondary ) ; //damage, drain life & fire shield
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void checkForBattleEnd ( ) ;
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void setupBattle ( int3 tile , const CArmedInstance * armies [ 2 ] , const CGHeroInstance * heroes [ 2 ] , bool creatureBank , const CGTownInstance * town ) ;
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void setBattleResult ( int resultType , int victoriusSide ) ;
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CGameHandler ( void ) ;
~ CGameHandler ( void ) ;
//////////////////////////////////////////////////////////////////////////
//from IGameCallback
//do sth
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void changeSpells ( int hid , bool give , const std : : set < ui32 > & spells ) OVERRIDE ;
bool removeObject ( int objid ) OVERRIDE ;
void setBlockVis ( int objid , bool bv ) OVERRIDE ;
void setOwner ( int objid , ui8 owner ) OVERRIDE ;
void setHoverName ( int objid , MetaString * name ) OVERRIDE ;
void changePrimSkill ( int ID , int which , si64 val , bool abs = false ) OVERRIDE ;
void changeSecSkill ( int ID , int which , int val , bool abs = false ) OVERRIDE ;
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//void showInfoDialog(InfoWindow *iw) OVERRIDE;
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void showBlockingDialog ( BlockingDialog * iw , const CFunctionList < void ( ui32 ) > & callback ) OVERRIDE ;
ui32 showBlockingDialog ( BlockingDialog * iw ) OVERRIDE ; //synchronous version of above
void showGarrisonDialog ( int upobj , int hid , bool removableUnits , const boost : : function < void ( ) > & cb ) OVERRIDE ;
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void showThievesGuildWindow ( int player , int requestingObjId ) OVERRIDE ;
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void giveResource ( int player , int which , int val ) OVERRIDE ;
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void giveCreatures ( const CArmedInstance * objid , const CGHeroInstance * h , const CCreatureSet & creatures , bool remove ) OVERRIDE ;
void takeCreatures ( int objid , const std : : vector < CStackBasicDescriptor > & creatures ) OVERRIDE ;
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bool changeStackType ( const StackLocation & sl , 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 giveHeroNewArtifact ( const CGHeroInstance * h , const CArtifact * artType , int pos ) OVERRIDE ;
void giveHeroArtifact ( const CGHeroInstance * h , const CArtifactInstance * a , int pos ) OVERRIDE ;
void putArtifact ( const ArtifactLocation & al , const CArtifactInstance * a ) OVERRIDE ;
void removeArtifact ( const ArtifactLocation & al ) OVERRIDE ;
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bool moveArtifact ( const ArtifactLocation & al1 , const ArtifactLocation & al2 ) OVERRIDE ;
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void showCompInfo ( ShowInInfobox * comp ) OVERRIDE ;
void heroVisitCastle ( int obj , int heroID ) OVERRIDE ;
void stopHeroVisitCastle ( int obj , int heroID ) OVERRIDE ;
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//bool removeArtifact(const CArtifact* art, int hid) OVERRIDE;
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void startBattleI ( const CArmedInstance * army1 , const CArmedInstance * army2 , int3 tile , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 , bool creatureBank = false , boost : : function < void ( BattleResult * ) > cb = 0 , const CGTownInstance * town = NULL ) OVERRIDE ; //use hero=NULL for no hero
void startBattleI ( const CArmedInstance * army1 , const CArmedInstance * army2 , int3 tile , boost : : function < void ( BattleResult * ) > cb = 0 , bool creatureBank = false ) OVERRIDE ; //if any of armies is hero, hero will be used
void startBattleI ( const CArmedInstance * army1 , const CArmedInstance * army2 , boost : : function < void ( BattleResult * ) > cb = 0 , bool creatureBank = false ) OVERRIDE ; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle//void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) OVERRIDE; //for hero<=>neutral army
void setAmount ( int objid , ui32 val ) OVERRIDE ;
bool moveHero ( si32 hid , int3 dst , ui8 instant , ui8 asker = 255 ) OVERRIDE ;
void giveHeroBonus ( GiveBonus * bonus ) OVERRIDE ;
void setMovePoints ( SetMovePoints * smp ) OVERRIDE ;
void setManaPoints ( int hid , int val ) OVERRIDE ;
void giveHero ( int id , int player ) OVERRIDE ;
void changeObjPos ( int objid , int3 newPos , ui8 flags ) OVERRIDE ;
void heroExchange ( si32 hero1 , si32 hero2 ) OVERRIDE ;
//////////////////////////////////////////////////////////////////////////
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void useScholarSkill ( si32 hero1 , si32 hero2 ) ;
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void setPortalDwelling ( const CGTownInstance * town , bool forced , bool clear ) ;
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bool tryAttackingGuard ( const int3 & guardPos , const CGHeroInstance * h ) ;
void visitObjectOnTile ( const TerrainTile & t , const CGHeroInstance * h ) ;
bool teleportHero ( si32 hid , si32 dstid , ui8 source , ui8 asker = 255 ) ;
void vistiCastleObjects ( const CGTownInstance * t , const CGHeroInstance * h ) ;
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void levelUpHero ( int ID , int skill ) ; //handle client respond and send one more request if needed
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void levelUpHero ( int ID ) ; //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 afterBattleCallback ( ) ; // called after level-ups are finished
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//////////////////////////////////////////////////////////////////////////
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void commitPackage ( CPackForClient * pack ) OVERRIDE ;
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void init ( StartInfo * si ) ;
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void handleConnection ( std : : set < int > players , CConnection & c ) ;
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int getPlayerAt ( CConnection * c ) const ;
void playerMessage ( ui8 player , const std : : string & message ) ;
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bool makeBattleAction ( BattleAction & ba ) ;
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bool makeAutomaticAction ( const CStack * stack , BattleAction & ba ) ; //used when action is taken by stack without volition of player (eg. unguided catapult attack)
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void handleSpellCasting ( int spellID , int spellLvl , BattleHex destination , ui8 casterSide , ui8 casterColor , const CGHeroInstance * caster , const CGHeroInstance * secHero ,
int usedSpellPower , ECastingMode : : ECastingMode mode , const CStack * stack , si32 selectedStack = - 1 ) ;
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bool makeCustomAction ( BattleAction & ba ) ;
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void stackTurnTrigger ( const CStack * stack ) ;
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void handleDamageFromObstacle ( const CObstacleInstance & obstacle , const CStack * curStack ) ; //checks if obstacle is land mine and handles possible consequences
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void removeObstacle ( const CObstacleInstance & obstacle ) ;
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bool queryReply ( ui32 qid , ui32 answer , ui8 player ) ;
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bool hireHero ( const CGObjectInstance * obj , ui8 hid , ui8 player ) ;
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bool buildBoat ( ui32 objid ) ;
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bool setFormation ( si32 hid , ui8 formation ) ;
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bool tradeResources ( const IMarket * market , ui32 val , ui8 player , ui32 id1 , ui32 id2 ) ;
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bool sacrificeCreatures ( const IMarket * market , const CGHeroInstance * hero , TSlot slot , ui32 count ) ;
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bool sendResources ( ui32 val , ui8 player , ui32 r1 , ui32 r2 ) ;
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bool sellCreatures ( ui32 count , const IMarket * market , const CGHeroInstance * hero , ui32 slot , ui32 resourceID ) ;
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bool transformInUndead ( const IMarket * market , const CGHeroInstance * hero , ui32 slot ) ;
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bool assembleArtifacts ( si32 heroID , ui16 artifactSlot , bool assemble , ui32 assembleTo ) ;
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bool buyArtifact ( ui32 hid , TArtifactID aid ) ; //for blacksmith and mage guild only -> buying for gold in common buildings
bool buyArtifact ( const IMarket * m , const CGHeroInstance * h , TArtifactID rid , TArtifactID aid ) ; //for artifact merchant and black market -> buying for any resource in special building / advobject
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bool sellArtifact ( const IMarket * m , const CGHeroInstance * h , TArtifactInstanceID aid , TResource 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 , int skill ) ;
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bool garrisonSwap ( si32 tid ) ;
bool upgradeCreature ( ui32 objid , ui8 pos , ui32 upgID ) ;
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bool recruitCreatures ( si32 objid , ui32 crid , ui32 cram , si32 level ) ;
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bool buildStructure ( si32 tid , si32 bid , bool force = false ) ; //force - for events: no cost, no checkings
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bool razeStructure ( si32 tid , si32 bid ) ;
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bool disbandCreature ( si32 id , ui8 pos ) ;
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bool arrangeStacks ( si32 id1 , si32 id2 , ui8 what , ui8 p1 , ui8 p2 , si32 val , ui8 player ) ;
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void save ( const std : : string & fname ) ;
void close ( ) ;
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void handleTimeEvents ( ) ;
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void handleTownEvents ( CGTownInstance * town , NewTurn & n , std : : map < si32 , std : : map < si32 , si32 > > & newCreas ) ;
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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 engageIntoBattle ( ui8 player ) ;
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bool dig ( const CGHeroInstance * h ) ;
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bool castSpell ( const CGHeroInstance * h , int spellID , const int3 & pos ) ;
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void moveArmy ( const CArmedInstance * src , const CArmedInstance * dst , bool allowMerging ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & QID & states ;
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}
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ui32 getQueryResult ( ui8 player , int queryID ) ;
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void sendMessageToAll ( const std : : string & message ) ;
void sendMessageTo ( CConnection & c , const std : : string & message ) ;
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void applyAndAsk ( Query * sel , ui8 player , boost : : function < void ( ui32 ) > & callback ) ;
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void prepareNewQuery ( Query * queryPack , ui8 player , const boost : : function < void ( ui32 ) > & callback = 0 ) ; //generates unique query id and writes it to the pack; blocks the player till query is answered (then callback is called)
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void ask ( Query * sel , ui8 player , const CFunctionList < void ( ui32 ) > & callback ) ;
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void sendToAllClients ( CPackForClient * info ) ;
void sendAndApply ( CPackForClient * info ) ;
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void applyAndSend ( CPackForClient * info ) ;
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void sendAndApply ( CGarrisonOperationPack * info ) ;
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void sendAndApply ( SetResource * info ) ;
void sendAndApply ( SetResources * info ) ;
void sendAndApply ( NewStructures * info ) ;
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void run ( bool resume ) ;
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void newTurn ( ) ;
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void handleAttackBeforeCasting ( const BattleAttack & bat ) ;
void handleAfterAttackCasting ( const BattleAttack & bat ) ;
void attackCasting ( const BattleAttack & bat , Bonus : : BonusType attackMode , const CStack * attacker ) ;
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bool sacrificeArtifact ( const IMarket * m , const CGHeroInstance * hero , int slot ) ;
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void spawnWanderingMonsters ( int creatureID ) ;
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friend class CVCMIServer ;
friend class CScriptCallback ;
} ;
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void makeStackDoNothing ( ) ;