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# pragma once
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# include "../lib/FunctionList.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 "CQuery.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 ;
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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class ServerSpellCastEnvironment ;
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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
{
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bool makingTurn ;
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PlayerStatus ( ) : makingTurn ( false ) { } ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & makingTurn ;
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}
} ;
class PlayerStatuses
{
public :
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std : : map < PlayerColor , 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 ( PlayerColor player ) ;
PlayerStatus operator [ ] ( PlayerColor player ) ;
bool checkFlag ( PlayerColor player , bool PlayerStatus : : * flag ) ;
void setFlag ( PlayerColor player , bool PlayerStatus : : * flag , bool val ) ;
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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 ;
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typedef std : : map < CreatureID , TQuantity > TSummoned ;
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enum { ERASE = - 1 } ;
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const CArmedInstance * army ;
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std : : vector < TStackAndItsNewCount > newStackCounts ;
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std : : vector < ArtifactLocation > removedWarMachines ;
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TSummoned summoned ;
ObjectInstanceID heroWithDeadCommander ; //TODO: unify stack locations
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CasualtiesAfterBattle ( const CArmedInstance * _army , BattleInfo * bat ) ;
void updateArmy ( CGameHandler * gh ) ;
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} ;
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class CGameHandler : public IGameCallback , CBattleInfoCallback
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{
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public :
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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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CVCMIServer * s ;
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std : : map < PlayerColor , 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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Queries queries ;
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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
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bool isValidObject ( const CGObjectInstance * obj ) const ;
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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int moveStack ( int stack , BattleHex dest ) ; //returned value - travelled distance
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void runBattle ( ) ;
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////used only in endBattle - don't touch elsewhere
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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 checkBattleStateChanges ( ) ;
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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 ( BattleResult : : EResult resultType , int victoriusSide ) ;
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void duelFinished ( ) ;
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CGameHandler ( void ) ;
~ CGameHandler ( void ) ;
//////////////////////////////////////////////////////////////////////////
//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 ;
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 showInfoDialog(InfoWindow *iw) override;
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 ;
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 ;
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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 ;
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 ;
//bool removeArtifact(const CArtifact* art, int hid) 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 startBattleI(int heroID, CCreatureSet army, int3 tile, std::function<void(BattleResult*)> cb) override; //for hero<=>neutral army
void setAmount ( ObjectInstanceID objid , ui32 val ) override ;
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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 ;
void giveHero ( ObjectInstanceID id , PlayerColor player ) override ;
void changeObjPos ( ObjectInstanceID objid , int3 newPos , ui8 flags ) override ;
void heroExchange ( ObjectInstanceID hero1 , ObjectInstanceID hero2 ) override ;
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void changeFogOfWar ( int3 center , ui32 radius , PlayerColor player , bool hide ) override ;
void changeFogOfWar ( std : : unordered_set < int3 , ShashInt3 > & tiles , PlayerColor player , bool hide ) override ;
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bool isVisitCoveredByAnotherQuery ( const CGObjectInstance * obj , const CGHeroInstance * hero ) 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 vistiCastleObjects ( const CGTownInstance * t , const CGHeroInstance * h ) ;
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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 commitPackage ( CPackForClient * pack ) override ;
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void init ( StartInfo * si ) ;
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void handleConnection ( std : : set < PlayerColor > players , CConnection & c ) ;
PlayerColor getPlayerAt ( CConnection * c ) const ;
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void playerMessage ( PlayerColor player , const std : : string & message , ObjectInstanceID currObj ) ;
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void updateGateState ( ) ;
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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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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 ( QueryID qid , ui32 answer , PlayerColor player ) ;
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bool hireHero ( const CGObjectInstance * obj , ui8 hid , PlayerColor player ) ;
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bool buildBoat ( ObjectInstanceID objid ) ;
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 , SlotID slot , ui32 count ) ;
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bool sendResources ( ui32 val , PlayerColor player , Res : : ERes r1 , PlayerColor r2 ) ;
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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 ) ;
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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 , Res : : ERes rid , ArtifactID 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 , ArtifactInstanceID aid , Res : : ERes 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 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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void save ( const std : : string & fname ) ;
void close ( ) ;
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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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void engageIntoBattle ( PlayerColor player ) ;
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bool dig ( const CGHeroInstance * h ) ;
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bool castSpell ( const CGHeroInstance * h , SpellID 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 & finishingBattle ;
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}
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void sendMessageToAll ( const std : : string & message ) ;
void sendMessageTo ( CConnection & c , const std : : string & message ) ;
void sendToAllClients ( CPackForClient * info ) ;
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void sendAndApply ( CPackForClient * info ) override ;
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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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struct FinishingBattleHelper
{
FinishingBattleHelper ( ) ;
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FinishingBattleHelper ( std : : shared_ptr < const CBattleQuery > Query , bool Duel , int RemainingBattleQueriesCount ) ;
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//std::shared_ptr<const CBattleQuery> query;
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const CGHeroInstance * winnerHero , * loserHero ;
PlayerColor victor , loser ;
bool duel ;
int remainingBattleQueriesCount ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & /*query & */ winnerHero & loserHero & victor & loser & duel & remainingBattleQueriesCount ;
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}
} ;
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std : : unique_ptr < FinishingBattleHelper > finishingBattle ;
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void battleAfterLevelUp ( const BattleResult & result ) ;
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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 , ArtifactPosition slot ) ;
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void spawnWanderingMonsters ( CreatureID creatureID ) ;
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friend class CVCMIServer ;
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private :
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ServerSpellCastEnvironment * spellEnv ;
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std : : list < PlayerColor > generatePlayerTurnOrder ( ) const ;
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void makeStackDoNothing ( const CStack * next ) ;
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void getVictoryLossMessage ( PlayerColor player , const EVictoryLossCheckResult & victoryLossCheckResult , InfoWindow & out ) const ;
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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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} ;
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void makeStackDoNothing ( ) ;