/* * 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 #include "../lib/IGameCallback.h" #include "../lib/LoadProgress.h" #include "../lib/ScriptHandler.h" #include "TurnTimerHandler.h" VCMI_LIB_NAMESPACE_BEGIN struct SideInBattle; class IMarket; class SpellCastEnvironment; class CConnection; class CCommanderInstance; class EVictoryLossCheckResult; struct CPack; struct CPackForServer; struct NewTurn; struct CGarrisonOperationPack; struct SetResources; struct NewStructures; #if SCRIPTING_ENABLED namespace scripting { class PoolImpl; } #endif template class CApplier; VCMI_LIB_NAMESPACE_END class HeroPoolProcessor; class CVCMIServer; class CBaseForGHApply; class PlayerMessageProcessor; class BattleProcessor; class TurnOrderProcessor; class QueriesProcessor; class CObjectVisitQuery; class CGameHandler : public IGameCallback, public Environment { CVCMIServer * lobby; std::shared_ptr> applier; public: std::unique_ptr heroPool; std::unique_ptr battles; std::unique_ptr queries; std::unique_ptr turnOrder; //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::unique_ptr playerMessages; std::map>> connections; //player color -> connection to client with interface of that player //queries stuff boost::recursive_mutex gsm; ui32 QID; SpellCastEnvironment * spellEnv; TurnTimerHandler turnTimerHandler; const Services * services() const override; const BattleCb * battle(const BattleID & battleID) const override; const GameCb * game() const override; vstd::CLoggerBase * logger() const override; events::EventBus * eventBus() const override; CVCMIServer * gameLobby() const; 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); CGameHandler(); CGameHandler(CVCMIServer * lobby); ~CGameHandler(); ////////////////////////////////////////////////////////////////////////// //from IGameCallback //do sth void changeSpells(const CGHeroInstance * hero, bool give, const std::set &spells) override; bool removeObject(const CGObjectInstance * obj, const PlayerColor & initiator) override; void createObject(const int3 & visitablePosition, const PlayerColor & initiator, Obj type, int32_t subtype ) override; void setOwner(const CGObjectInstance * obj, PlayerColor owner) override; void changePrimSkill(const CGHeroInstance * hero, 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 showObjectWindow(const CGObjectInstance * object, EOpenWindowMode window, const CGHeroInstance * visitor, bool addQuery) override; void giveResource(PlayerColor player, GameResID 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 * artType, ArtifactPosition pos = ArtifactPosition::FIRST_AVAILABLE) override; bool 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; bool bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID dstHero, bool swap, bool equipped, bool backpack); bool eraseArtifactByClient(const ArtifactLocation & al); void synchronizeArtifactHandlerLists(); 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 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, ObjectInstanceID boatId = ObjectInstanceID()) override; void changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator) 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; void castSpell(const spells::Caster * caster, SpellID spellID, const int3 &pos) override; /// Returns hero that is currently visiting this object, or nullptr if no visit is active const CGHeroInstance * getVisitingHero(const CGObjectInstance *obj); bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) override; void setObjProperty(ObjectInstanceID objid, int prop, si64 val) override; void showInfoDialog(InfoWindow * iw) override; void showInfoDialog(const std::string & msg, PlayerColor player) 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 visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override; 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 init(StartInfo *si, Load::ProgressAccumulator & progressTracking); void handleClientDisconnection(std::shared_ptr c); void handleReceivedPack(CPackForServer * pack); bool hasPlayerAt(PlayerColor player, std::shared_ptr c) const; bool hasBothPlayersAtSameConnection(PlayerColor left, PlayerColor right) const; bool queryReply( QueryID qid, std::optional reply, PlayerColor player ); bool buildBoat( ObjectInstanceID objid, PlayerColor player ); 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, const std::vector & slot, const std::vector & count); bool sendResources(ui32 val, PlayerColor player, GameResID r1, PlayerColor r2); bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, GameResID 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, GameResID 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, GameResID 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 swapGarrisonOnSiege(ObjectInstanceID tid) override; bool upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID ); bool recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst, CreatureID crid, ui32 cram, si32 level, PlayerColor player); 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); bool bulkMoveArmy(ObjectInstanceID srcArmy, ObjectInstanceID destArmy, SlotID srcSlot); bool bulkSplitStack(SlotID src, ObjectInstanceID srcOwner, si32 howMany); bool bulkMergeStacks(SlotID slotSrc, ObjectInstanceID srcOwner); bool bulkSmartSplitStack(SlotID slotSrc, ObjectInstanceID srcOwner); void save(const std::string &fname); bool load(const std::string &fname); void onPlayerTurnStarted(PlayerColor which); void onPlayerTurnEnded(PlayerColor which); void onNewTurn(); 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); 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; h & getRandomGenerator(); h & *battles; h & *heroPool; h & *playerMessages; h & *turnOrder; #if SCRIPTING_ENABLED JsonNode scriptsState; if(h.saving) serverScripts->serializeState(h.saving, scriptsState); h & scriptsState; if(!h.saving) serverScripts->serializeState(h.saving, scriptsState); #endif } void sendToAllClients(CPackForClient * pack); void sendAndApply(CPackForClient * pack) override; void sendAndApply(CGarrisonOperationPack * pack); void sendAndApply(SetResources * pack); void sendAndApply(NewStructures * pack); void wrongPlayerMessage(CPackForServer * pack, PlayerColor expectedplayer); /// Unconditionally throws with "Action not allowed" message void throwNotAllowedAction(CPackForServer * pack); /// Throws if player stated in pack is not making turn right now void throwIfPlayerNotActive(CPackForServer * pack); /// Throws if object is not owned by pack sender void throwIfWrongOwner(CPackForServer * pack, ObjectInstanceID id); /// Throws if player is not present on connection of this pack void throwIfWrongPlayer(CPackForServer * pack, PlayerColor player); void throwIfWrongPlayer(CPackForServer * pack); void throwAndComplain(CPackForServer * pack, std::string txt); bool isPlayerOwns(CPackForServer * pack, ObjectInstanceID id); void run(bool resume); bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector & slot); void spawnWanderingMonsters(CreatureID creatureID); // Check for victory and loss conditions void checkVictoryLossConditionsForPlayer(PlayerColor player); void checkVictoryLossConditions(const std::set & playerColors); void checkVictoryLossConditionsForAll(); CRandomGenerator & getRandomGenerator(); #if SCRIPTING_ENABLED scripting::Pool * getGlobalContextPool() const override; // scripting::Pool * getContextPool() const override; #endif friend class CVCMIServer; private: std::unique_ptr serverEventBus; #if SCRIPTING_ENABLED std::shared_ptr serverScripts; #endif void reinitScripting(); void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const; const std::string complainNoCreatures; const std::string complainNotEnoughCreatures; const std::string complainInvalidSlot; }; class ExceptionNotAllowedAction : public std::exception { };