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vcmi/server/CGameHandler.h

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#ifndef __CGAMEHANDLER_H__
#define __CGAMEHANDLER_H__
#include "../global.h"
#include <set>
#include <map>
#include "../client/FunctionList.h"
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#include "../lib/CGameState.h"
#include "../lib/Connection.h"
#include "../lib/IGameCallback.h"
#include "../lib/BattleAction.h"
#include "../lib/NetPacks.h"
#include <boost/function.hpp>
#include <boost/thread.hpp>
/*
* 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
*
*/
class CVCMIServer;
class CGameState;
struct StartInfo;
class CCPPObjectScript;
class CScriptCallback;
struct BattleResult;
struct BattleAttack;
struct BattleStackAttacked;
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struct CPack;
struct Query;
struct SetGarrisons;
struct SetResource;
struct SetResources;
struct NewStructures;
class CGHeroInstance;
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class IMarket;
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:
std::map<ui8,PlayerStatus> players;
boost::mutex mx;
boost::condition_variable cv; //notifies when any changes are made
void addPlayer(ui8 player);
PlayerStatus operator[](ui8 player);
bool hasQueries(ui8 player);
bool checkFlag(ui8 player, bool PlayerStatus::*flag);
void setFlag(ui8 player, bool PlayerStatus::*flag, bool val);
void addQuery(ui8 player, ui32 id);
void removeQuery(ui8 player, ui32 id);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & players;
}
};
class CGameHandler : public IGameCallback
{
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private:
void makeStackDoNothing(const CStack * next);
public:
CVCMIServer *s;
std::map<int,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;
std::map<ui32, CFunctionList<void(ui32)> > callbacks; //query id => callback function - for selection and yes/no dialogs
std::map<ui32, boost::function<void()> > garrisonCallbacks; //query id => callback - for garrison dialogs
std::map<ui32, std::pair<si32,si32> > allowedExchanges;
bool isAllowedExchange(int id1, int id2);
void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
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int moveStack(int stack, int dest); //returned value - travelled distance
void takeCasualties(const CArmedInstance *army, BattleInfo *bat);
void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town = NULL); //use hero=NULL for no hero
void checkLossVictory(ui8 player);
void winLoseHandle(ui8 players=255); //players: bit field - colours of players to be checked; default: all
void getLossVicMessage(ui8 player, ui8 standard, bool victory, InfoWindow &out) const;
////used only in endBattle - don't touch elsewhere
boost::function<void(BattleResult*)> * battleEndCallback;
const CArmedInstance * bEndArmy1, * bEndArmy2;
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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); //distance - number of hexes travelled before attacking
void prepareAttacked(BattleStackAttacked &bsa, const CStack *def);
void checkForBattleEnd( std::vector<CStack*> &stacks );
void setupBattle( BattleInfo * curB, int3 tile, const CArmedInstance *army1, const CArmedInstance *army2, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank, const CGTownInstance *town);
CGameHandler(void);
~CGameHandler(void);
//////////////////////////////////////////////////////////////////////////
//from IGameCallback
//get info
int getCurrentPlayer();
int getSelectedHero();
//do sth
void changeSpells(int hid, bool give, const std::set<ui32> &spells);
bool removeObject(int objid);
void setBlockVis(int objid, bool bv);
void setOwner(int objid, ui8 owner);
void setHoverName(int objid, MetaString * name);
void setObjProperty(int objid, int prop, si64 val);
void levelUpHero(int ID, int skill);//handle client respond and send one more request if needed
void levelUpHero(int ID);//initial call - check if hero have remaining levelups & handle them
void changePrimSkill(int ID, int which, si64 val, bool abs=false);
void changeSecSkill(int ID, int which, int val, bool abs=false);
void showInfoDialog(InfoWindow *iw);
void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback);
ui32 showBlockingDialog(BlockingDialog *iw); //synchronous version of above
void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb);
void showThievesGuildWindow(int requestingObjId); //TODO: make something more general?
void giveResource(int player, int which, int val);
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void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet &creatures, bool remove);
void takeCreatures (int objid, std::vector<CStackBasicDescriptor> creatures);
bool changeStackType(const StackLocation &sl, CCreature *c);
bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false);
bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count);
bool eraseStack(const StackLocation &sl);
bool swapStacks(const StackLocation &sl1, const StackLocation &sl2);
bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count);
void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished);
bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1);
void showCompInfo(ShowInInfobox * comp);
void heroVisitCastle(int obj, int heroID);
void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
void stopHeroVisitCastle(int obj, int heroID);
void giveHeroArtifact(int artid, int hid, int position); //pos==-1 - first free slot in backpack; pos==-2 - default if available or backpack
void giveNewArtifact(int hid, int position);
bool removeArtifact(CArtifact* art, int hid);
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); //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); //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); //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); //for hero<=>neutral army
void setAmount(int objid, ui32 val);
bool teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker = 255);
bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255);
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bool tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h);
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void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
void giveHeroBonus(GiveBonus * bonus);
void setMovePoints(SetMovePoints * smp);
void setManaPoints(int hid, int val);
void giveHero(int id, int player);
void changeObjPos(int objid, int3 newPos, ui8 flags);
void useScholarSkill(si32 hero1, si32 hero2);
void heroExchange(si32 hero1, si32 hero2);
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void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
//////////////////////////////////////////////////////////////////////////
void init(StartInfo *si, int Seed);
void handleConnection(std::set<int> players, CConnection &c);
int getPlayerAt(CConnection *c) const;
void playerMessage( ui8 player, const std::string &message);
bool makeBattleAction(BattleAction &ba);
void handleSpellCasting(int spellID, int spellLvl, int destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero, int usedSpellPower);
bool makeCustomAction(BattleAction &ba);
bool queryReply( ui32 qid, ui32 answer );
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bool hireHero( const CGObjectInstance *obj, ui8 hid, ui8 player );
bool buildBoat( ui32 objid );
bool setFormation( si32 hid, ui8 formation );
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bool tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2);
bool sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count);
bool sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2);
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);
bool buyArtifact( ui32 hid, si32 aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
bool buyArtifact( const IMarket *m, const CGHeroInstance *h, int rid, int aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
bool buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill);
bool swapArtifacts(si32 srcHeroID, si32 destHeroID, ui16 srcSlot, ui16 destSlot);
bool garrisonSwap(si32 tid);
bool upgradeCreature( ui32 objid, ui8 pos, ui32 upgID );
bool recruitCreatures(si32 objid, ui32 crid, ui32 cram, si32 level);
bool buildStructure(si32 tid, si32 bid, bool force=false);//force - for events: no cost, no checkings
bool razeStructure(si32 tid, si32 bid);
bool disbandCreature( si32 id, ui8 pos );
bool arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val, ui8 player);
void save(const std::string &fname);
void close();
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void handleTimeEvents();
void handleTownEvents(CGTownInstance *town, NewTurn &n, std::map<si32, std::map<si32, si32> > &newCreas);
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 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);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & QID & states;
}
ui32 getQueryResult(ui8 player, int queryID);
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);
void ask(Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback);
void sendToAllClients(CPackForClient * info);
void sendAndApply(CPackForClient * info);
void sendAndApply(CGarrisonOperationPack * info);
//void sendAndApply(SetGarrisons * info);
void sendAndApply(SetResource * info);
void sendAndApply(SetResources * info);
void sendAndApply(NewStructures * info);
void run(bool resume);
void newTurn();
void handleAfterAttackCasting( const BattleAttack & bat );
bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, CArtifact* art);
friend class CVCMIServer;
friend class CScriptCallback;
};
#endif // __CGAMEHANDLER_H__
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void makeStackDoNothing();