#pragma once #include "../lib/FunctionList.h" #include "../lib/Connection.h" #include "../lib/IGameCallback.h" #include "../lib/BattleAction.h" #include "CQuery.h" /* * 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 CGameHandler; class CVCMIServer; class CGameState; struct StartInfo; struct BattleResult; struct BattleAttack; struct BattleStackAttacked; struct CPack; struct Query; struct SetGarrisons; struct SetResource; struct SetResources; struct NewStructures; class CGHeroInstance; class IMarket; class ServerSpellCastEnvironment; extern std::map > callbacks; //question id => callback functions - for selection dialogs extern boost::mutex gsm; 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; enum {ERASE = -1}; std::vector newStackCounts; std::vector removedWarMachines; ObjectInstanceID heroWithDeadCommander; //TODO: unify stack loactions CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat); void takeFromArmy(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}; CVCMIServer *s; 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; //TODO get rid of cfunctionlist (or similar) and use serialziable callback structure std::map > callbacks; //query id => callback function - for selection and yes/no dialogs 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 checkForBattleEnd(); void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town); void setBattleResult(BattleResult::EResult resultType, int victoriusSide); void duelFinished(); 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 showInfoDialog(InfoWindow *iw) 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; 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 cb) override; //for hero<=>neutral army 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); 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 stackTurnTrigger(const CStack * stack); void handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack); //checks if obstacle is land mine and handles possible consequences void removeObstacle(const CObstacleInstance &obstacle); bool queryReply( QueryID qid, ui32 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 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); bool castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos); void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging); template void serialize(Handler &h, const int version) { h & QID & states & finishingBattle; } 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(SetResource * info); void sendAndApply(SetResources * info); void sendAndApply(NewStructures * info); struct FinishingBattleHelper { FinishingBattleHelper(); FinishingBattleHelper(std::shared_ptr Query, bool Duel, int RemainingBattleQueriesCount); //std::shared_ptr query; const CGHeroInstance *winnerHero, *loserHero; PlayerColor victor, loser; bool duel; int remainingBattleQueriesCount; template void serialize(Handler &h, const int version) { h & /*query & */winnerHero & loserHero & victor & loser & duel & remainingBattleQueriesCount; } }; std::unique_ptr finishingBattle; void battleAfterLevelUp(const BattleResult &result); void run(bool resume); void newTurn(); void handleAttackBeforeCasting (const 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); friend class CVCMIServer; private: ServerSpellCastEnvironment * spellEnv; 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(); }; void makeStackDoNothing();