/* * 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 * */ #pragma once #include "../lib/FunctionList.h" #include "../lib/IGameCallback.h" #include "../lib/battle/BattleAction.h" #include "CQuery.h" class CGameHandler; class CVCMIServer; class CGameState; struct StartInfo; struct BattleResult; struct BattleAttack; struct BattleStackAttacked; struct CPack; struct Query; struct SetResources; struct NewStructures; class CGHeroInstance; class IMarket; class SpellCastEnvironment; struct PlayerStatus { bool makingTurn; PlayerStatus() : makingTurn(false){}; template void serialize(Handler & h, const int version) { h & makingTurn; } }; class PlayerStatuses { public: std::map players; boost::mutex mx; boost::condition_variable cv; //notifies when any changes are made void addPlayer(PlayerColor player); PlayerStatus operator[](PlayerColor player); bool checkFlag(PlayerColor player, bool PlayerStatus::* flag); void setFlag(PlayerColor player, bool PlayerStatus::* flag, bool val); template void serialize(Handler & h, const int version) { h & players; } }; struct CasualtiesAfterBattle { typedef std::pair TStackAndItsNewCount; typedef std::map TSummoned; enum { ERASE = -1 }; const CArmedInstance * army; std::vector newStackCounts; std::vector removedWarMachines; TSummoned summoned; ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo * bat); void updateArmy(CGameHandler * gh); }; class CGameHandler : public IGameCallback, CBattleInfoCallback { public: //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 }; std::map connections; //player color -> connection to client with interface of that player PlayerStatuses states; //player color -> player state std::set conns; //queries stuff boost::recursive_mutex gsm; ui32 QID; Queries queries; SpellCastEnvironment * spellEnv; bool isValidObject(const CGObjectInstance * obj) const; bool isBlockedByQueries(const CPack * pack, PlayerColor player); bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2); void giveSpells(const CGTownInstance * t, const CGHeroInstance * h); int moveStack(int stack, BattleHex dest); //returned value - travelled distance void runBattle(); ////used only in endBattle - don't touch elsewhere 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, int targetHex); //distance - number of hexes travelled before attacking void applyBattleEffects(BattleAttack & bat, const CStack * att, const CStack * def, int distance, bool secondary); //damage, drain life & fire shield void checkBattleStateChanges(); void setupBattle(int3 tile, const CArmedInstance * armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance * town); void setBattleResult(BattleResult::EResult resultType, int victoriusSide); CGameHandler(void); ~CGameHandler(void); ////////////////////////////////////////////////////////////////////////// //from IGameCallback //do sth void changeSpells(const CGHeroInstance * hero, bool give, const std::set & 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 showBlockingDialog(BlockingDialog * iw) override; void showTeleportDialog(TeleportDialog * iw) override; 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 & creatures) override; bool changeStackType(const StackLocation & sl, const 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 removeAfterVisit(const CGObjectInstance * object) override; bool giveHeroNewArtifact(const CGHeroInstance * h, const CArtifact * art); 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; 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 setAmount(ObjectInstanceID objid, ui32 val) override; bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override; 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; void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override; void changeFogOfWar(std::unordered_set & tiles, PlayerColor player, bool hide) override; bool isVisitCoveredByAnotherQuery(const CGObjectInstance * obj, const CGHeroInstance * hero) override; ////////////////////////////////////////////////////////////////////////// void useScholarSkill(ObjectInstanceID hero1, ObjectInstanceID hero2); void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear); void visitObjectOnTile(const TerrainTile & t, const CGHeroInstance * h); bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL); void vistiCastleObjects(const CGTownInstance * t, const CGHeroInstance * h); void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill); //handle client respond and send one more request if needed void levelUpHero(const CGHeroInstance * hero); //initial call - check if hero have remaining levelups & handle them void levelUpCommander(const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100 void levelUpCommander(const CCommanderInstance * c); void expGiven(const CGHeroInstance * hero); //triggers needed level-ups, handles also commander of this hero ////////////////////////////////////////////////////////////////////////// void commitPackage(CPackForClient * pack) override; void init(StartInfo * si); void handleConnection(std::set players, CConnection & c); PlayerColor getPlayerAt(CConnection * c) const; void playerMessage(PlayerColor player, const std::string & message, ObjectInstanceID currObj); void updateGateState(); bool makeBattleAction(BattleAction & ba); bool makeAutomaticAction(const CStack * stack, BattleAction & ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack) bool makeCustomAction(BattleAction & ba); void stackEnchantedTrigger(const CStack * stack); void stackTurnTrigger(const CStack * stack); bool handleDamageFromObstacle(const CStack * curStack, bool stackIsMoving = false); //checks if obstacle is land mine and handles possible consequences void removeObstacle(const CObstacleInstance & obstacle); bool queryReply(QueryID qid, const JsonNode & answer, PlayerColor player); bool hireHero(const CGObjectInstance * obj, ui8 hid, PlayerColor player); bool buildBoat(ObjectInstanceID objid); bool setFormation(ObjectInstanceID hid, ui8 formation); bool tradeResources(const IMarket * market, ui32 val, PlayerColor player, ui32 id1, ui32 id2); bool sacrificeCreatures(const IMarket * market, const CGHeroInstance * hero, SlotID slot, ui32 count); bool sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2); 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); bool buyArtifact(ObjectInstanceID hid, ArtifactID aid); //for blacksmith and mage guild only -> buying for gold in common buildings 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 bool sellArtifact(const IMarket * m, const CGHeroInstance * h, ArtifactInstanceID aid, Res::ERes rid); //for artifact merchant selling //void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector &arts); //after battle - move al arts to winer bool buySecSkill(const IMarket * m, const CGHeroInstance * h, SecondarySkill skill); bool garrisonSwap(ObjectInstanceID tid); bool upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureID upgID); bool recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst, CreatureID crid, ui32 cram, si32 level); bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force = false); //force - for events: no cost, no checkings bool razeStructure(ObjectInstanceID tid, BuildingID bid); bool disbandCreature(ObjectInstanceID id, SlotID pos); bool arrangeStacks(ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player); void save(const std::string & fname); void close(); void playerLeftGame(int cid); void handleTimeEvents(); void handleTownEvents(CGTownInstance * town, NewTurn & n); 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 objectVisitEnded(const CObjectVisitQuery & query); void engageIntoBattle(PlayerColor player); bool dig(const CGHeroInstance * h); void moveArmy(const CArmedInstance * src, const CArmedInstance * dst, bool allowMerging); template void serialize(Handler & h, const int version) { h & QID & states & finishingBattle; if(version >= 761) { h & getRandomGenerator(); } } void sendMessageToAll(const std::string & message); void sendMessageTo(CConnection & c, const std::string & message); void sendToAllClients(CPackForClient * info); void sendAndApply(CPackForClient * info) override; void applyAndSend(CPackForClient * info); void sendAndApply(CGarrisonOperationPack * info); void sendAndApply(SetResources * info); void sendAndApply(NewStructures * info); struct FinishingBattleHelper { FinishingBattleHelper(); FinishingBattleHelper(std::shared_ptr Query, int RemainingBattleQueriesCount); const CGHeroInstance * winnerHero, * loserHero; PlayerColor victor, loser; int remainingBattleQueriesCount; template void serialize(Handler & h, const int version) { h & winnerHero & loserHero & victor & loser; if(version < 774 && !h.saving) { bool duel; h & duel; } h & remainingBattleQueriesCount; } }; std::unique_ptr finishingBattle; void battleAfterLevelUp(const BattleResult & result); void run(bool resume); void newTurn(); void handleAttackBeforeCasting(BattleAttack * bat); void handleAfterAttackCasting(const BattleAttack & bat); void attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker); bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot); void spawnWanderingMonsters(CreatureID creatureID); void handleCheatCode(std::string & cheat, PlayerColor player, const CGHeroInstance * hero, const CGTownInstance * town, bool & cheated); friend class CVCMIServer; CRandomGenerator & getRandomGenerator(); private: std::list generatePlayerTurnOrder() const; void makeStackDoNothing(const CStack * next); void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const; // Check for victory and loss conditions void checkVictoryLossConditionsForPlayer(PlayerColor player); void checkVictoryLossConditions(const std::set & playerColors); void checkVictoryLossConditionsForAll(); }; class clientDisconnectedException : public std::exception { }; void makeStackDoNothing();