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# ifndef __CGAMEHANDLER_H__
# define __CGAMEHANDLER_H__
# include "../global.h"
# include <set>
# 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 <boost/function.hpp>
# include <boost/thread.hpp>
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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 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 :
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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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 ;
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 ) ;
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void giveSpells ( const CGTownInstance * t , const CGHeroInstance * h ) ;
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int moveStack ( int stack , int dest ) ; //returned value - travelled distance
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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
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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 , ui8 standard , bool victory , InfoWindow & out ) const ;
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////used only in endBattle - don't touch elsewhere
boost : : function < void ( BattleResult * ) > * battleEndCallback ;
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 ) ; //distance - number of hexes travelled before attacking
void prepareAttacked ( BattleStackAttacked & bsa , const CStack * def ) ;
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void checkForBattleEnd ( std : : vector < CStack * > & stacks ) ;
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void setupBattle ( BattleInfo * curB , int3 tile , const CArmedInstance * army1 , const CArmedInstance * army2 , const CGHeroInstance * hero1 , const CGHeroInstance * hero2 , bool creatureBank , const CGTownInstance * town ) ;
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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 ) ;
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bool removeObject ( int objid ) ;
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void setBlockVis ( int objid , bool bv ) ;
void setOwner ( int objid , ui8 owner ) ;
void setHoverName ( int objid , MetaString * name ) ;
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void setObjProperty ( int objid , int prop , si64 val ) ;
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void changePrimSkill ( int ID , int which , si64 val , bool abs = false ) ;
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void changeSecSkill ( int ID , int which , int val , bool abs = false ) ;
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void showInfoDialog ( InfoWindow * iw ) ;
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void showBlockingDialog ( BlockingDialog * iw , const CFunctionList < void ( ui32 ) > & callback ) ;
ui32 showBlockingDialog ( BlockingDialog * iw ) ; //synchronous version of above
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void showGarrisonDialog ( int upobj , int hid , bool removableUnits , const boost : : function < void ( ) > & cb ) ;
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void showThievesGuildWindow ( int requestingObjId ) ; //TODO: make something more general?
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void giveResource ( int player , int which , int val ) ;
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void giveCreatures ( int objid , const CGHeroInstance * h , CCreatureSet creatures ) ;
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void takeCreatures ( int objid , TSlots creatures ) ;
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void showCompInfo ( ShowInInfobox * comp ) ;
void heroVisitCastle ( int obj , int heroID ) ;
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void vistiCastleObjects ( const CGTownInstance * t , const CGHeroInstance * h ) ;
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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
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void moveArtifact ( int hid , int oldPosition , int destPos ) ;
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void removeArtifact ( int artid , int hid ) ;
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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 ) ; //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
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void setAmount ( int objid , ui32 val ) ;
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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 ) ;
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void giveHeroBonus ( GiveBonus * bonus ) ;
void setMovePoints ( SetMovePoints * smp ) ;
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void setManaPoints ( int hid , int val ) ;
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void giveHero ( int id , int player ) ;
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void changeObjPos ( int objid , int3 newPos , ui8 flags ) ;
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void useScholarSkill ( si32 hero1 , si32 hero2 ) ;
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void heroExchange ( si32 hero1 , si32 hero2 ) ;
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//////////////////////////////////////////////////////////////////////////
void init ( StartInfo * si , int Seed ) ;
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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void handleSpellCasting ( int spellID , int spellLvl , int destination , ui8 casterSide , ui8 casterColor , const CGHeroInstance * caster , const CGHeroInstance * secHero , int usedSpellPower ) ;
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bool makeCustomAction ( BattleAction & ba ) ;
bool queryReply ( ui32 qid , ui32 answer ) ;
bool hireHero ( ui32 tid , ui8 hid ) ;
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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 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 assembleArtifacts ( si32 heroID , ui16 artifactSlot , bool assemble , ui32 assembleTo ) ;
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bool buyArtifact ( ui32 hid , si32 aid ) ;
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bool swapArtifacts ( si32 srcHeroID , si32 destHeroID , ui16 srcSlot , ui16 destSlot ) ;
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bool garrisonSwap ( si32 tid ) ;
bool upgradeCreature ( ui32 objid , ui8 pos , ui32 upgID ) ;
bool recruitCreatures ( si32 objid , ui32 crid , ui32 cram ) ;
bool buildStructure ( si32 tid , si32 bid ) ;
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bool razeStructure ( si32 tid , si32 bid ) ;
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bool disbandCreature ( si32 id , ui8 pos ) ;
bool arrangeStacks ( si32 id1 , si32 id2 , ui8 what , ui8 p1 , ui8 p2 , si32 val ) ;
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void save ( const std : : string & fname ) ;
void close ( ) ;
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void handleTimeEvents ( ) ;
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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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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 ) ;
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 sendAndApply ( SetGarrisons * info ) ;
void sendAndApply ( SetResource * info ) ;
void sendAndApply ( SetResources * info ) ;
void sendAndApply ( NewStructures * info ) ;
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void run ( bool resume , const StartInfo * si = NULL ) ;
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void newTurn ( ) ;
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void handleAfterAttackCasting ( const BattleAttack & bat ) ;
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friend class CVCMIServer ;
friend class CScriptCallback ;
} ;
# endif // __CGAMEHANDLER_H__