#pragma once #include "../client/FunctionList.h" #include "../lib/CGameState.h" #include "../lib/Connection.h" #include "../lib/IGameCallback.h" #include "../lib/BattleAction.h" #include "../lib/NetPacks.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; class CCPPObjectScript; class CScriptCallback; struct BattleResult; struct BattleAttack; struct BattleStackAttacked; struct CPack; struct Query; struct SetGarrisons; struct SetResource; struct SetResources; struct NewStructures; class CGHeroInstance; class IMarket; extern std::map > callbacks; //question id => callback functions - for selection dialogs extern boost::mutex gsm; struct PlayerStatus { bool makingTurn, engagedIntoBattle; std::set queries; PlayerStatus():makingTurn(false),engagedIntoBattle(false){}; template void serialize(Handler &h, const int version) { h & makingTurn & engagedIntoBattle & queries; } }; class PlayerStatuses { public: std::map players; boost::mutex mx; boost::condition_variable cv; //notifies when any changes are made void addPlayer(TPlayerColor player); PlayerStatus operator[](TPlayerColor player); int getQueriesCount(TPlayerColor player); //returns 0 if there is no such player bool checkFlag(TPlayerColor player, bool PlayerStatus::*flag); void setFlag(TPlayerColor player, bool PlayerStatus::*flag, bool val); void addQuery(TPlayerColor player, ui32 id); void removeQuery(TPlayerColor player, ui32 id); template void serialize(Handler &h, const int version) { h & players; } }; struct CasualtiesAfterBattle { typedef std::pair TStackAndItsNewCount; enum {ERASE = -1}; std::vector newStackCounts; si32 heroWithDeadCommander; //TODO: unify stack loactions CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat); void takeFromArmy(CGameHandler *gh); }; class CGameHandler : public IGameCallback, CBattleInfoCallback { private: void makeStackDoNothing(const CStack * next); bool isAllowedExchangeForQuery(int id1, int id2); public: 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; //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 std::map > allowedExchanges; bool isBlockedByQueries(const CPack *pack, int packType, ui8 player); bool isAllowedExchange(int id1, int id2); bool isAllowedArrangePack(const ArrangeStacks *pack); void giveSpells(const CGTownInstance *t, const CGHeroInstance *h); int moveStack(int stack, BattleHex dest); //returned value - travelled distance void startBattle(const CArmedInstance *armies[2], int3 tile, const CGHeroInstance *heroes[2], bool creatureBank, boost::function cb, const CGTownInstance *town = NULL); //use hero=NULL for no hero void runBattle(); void checkLossVictory(ui8 player); void winLoseHandle(ui8 players=255); //players: bit field - colours of players to be checked; default: all void getLossVicMessage(ui8 player, si8 standard, bool victory, InfoWindow &out) const; ////used only in endBattle - don't touch elsewhere boost::function * battleEndCallback; //const CArmedInstance * bEndArmy1, * bEndArmy2; 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(int resultType, int victoriusSide); CGameHandler(void); ~CGameHandler(void); ////////////////////////////////////////////////////////////////////////// //from IGameCallback //do sth void changeSpells(int hid, bool give, const std::set &spells) OVERRIDE; bool removeObject(int objid) OVERRIDE; void setBlockVis(int objid, bool bv) OVERRIDE; void setOwner(int objid, ui8 owner) OVERRIDE; void setHoverName(int objid, MetaString * name) OVERRIDE; void changePrimSkill(int ID, int which, si64 val, bool abs=false) OVERRIDE; void changeSecSkill(int ID, int which, int val, bool abs=false) OVERRIDE; //void showInfoDialog(InfoWindow *iw) OVERRIDE; void showBlockingDialog(BlockingDialog *iw, const CFunctionList &callback) OVERRIDE; ui32 showBlockingDialog(BlockingDialog *iw) OVERRIDE; //synchronous version of above void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function &cb) OVERRIDE; void showThievesGuildWindow(int player, int requestingObjId) OVERRIDE; void giveResource(int player, int which, int val) OVERRIDE; void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE; void takeCreatures(int objid, const std::vector &creatures) OVERRIDE; bool changeStackType(const StackLocation &sl, 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 giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos) OVERRIDE; void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, int 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 showCompInfo(ShowInInfobox * comp) OVERRIDE; void heroVisitCastle(int obj, int heroID) OVERRIDE; void stopHeroVisitCastle(int obj, int heroID) OVERRIDE; //bool removeArtifact(const CArtifact* art, int hid) OVERRIDE; void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function cb = 0, const CGTownInstance *town = NULL) OVERRIDE; //use hero=NULL for no hero void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function cb = 0, bool creatureBank = false) OVERRIDE; //if any of armies is hero, hero will be used void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function cb = 0, 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, boost::function cb) OVERRIDE; //for hero<=>neutral army void setAmount(int objid, ui32 val) OVERRIDE; bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255) OVERRIDE; void giveHeroBonus(GiveBonus * bonus) OVERRIDE; void setMovePoints(SetMovePoints * smp) OVERRIDE; void setManaPoints(int hid, int val) OVERRIDE; void giveHero(int id, int player) OVERRIDE; void changeObjPos(int objid, int3 newPos, ui8 flags) OVERRIDE; void heroExchange(si32 hero1, si32 hero2) OVERRIDE; ////////////////////////////////////////////////////////////////////////// void useScholarSkill(si32 hero1, si32 hero2); void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear); bool tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h); void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h); bool teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker = 255); void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h); 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 levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100 void levelUpCommander (const CCommanderInstance * c); void afterBattleCallback(); // called after level-ups are finished ////////////////////////////////////////////////////////////////////////// void commitPackage(CPackForClient *pack) OVERRIDE; void init(StartInfo *si); void handleConnection(std::set players, CConnection &c); int getPlayerAt(CConnection *c) const; void playerMessage( ui8 player, const std::string &message); 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) void handleSpellCasting(int spellID, int spellLvl, BattleHex destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero, int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack = -1); 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( ui32 qid, ui32 answer, ui8 player ); bool hireHero( const CGObjectInstance *obj, ui8 hid, ui8 player ); bool buildBoat( ui32 objid ); bool setFormation( si32 hid, ui8 formation ); 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); bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, ui32 slot); bool assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo); bool buyArtifact( ui32 hid, TArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings bool buyArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactID rid, TArtifactID aid); //for artifact merchant and black market -> buying for any resource in special building / advobject bool sellArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactInstanceID aid, TResource 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, int skill); 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(); void handleTimeEvents(); void handleTownEvents(CGTownInstance *town, NewTurn &n, std::map > &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 ); bool dig(const CGHeroInstance *h); bool castSpell(const CGHeroInstance *h, int 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; } ui32 getQueryResult(ui8 player, int queryID); void sendMessageToAll(const std::string &message); void sendMessageTo(CConnection &c, const std::string &message); void applyAndAsk(Query * sel, ui8 player, boost::function &callback); void prepareNewQuery(Query * queryPack, ui8 player, const boost::function &callback = 0); //generates unique query id and writes it to the pack; blocks the player till query is answered (then callback is called) void ask(Query * sel, ui8 player, const CFunctionList &callback); void sendToAllClients(CPackForClient * info); void sendAndApply(CPackForClient * info); void applyAndSend(CPackForClient * info); void sendAndApply(CGarrisonOperationPack * info); void sendAndApply(SetResource * info); void sendAndApply(SetResources * info); void sendAndApply(NewStructures * info); 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, int slot); void spawnWanderingMonsters(int creatureID); friend class CVCMIServer; friend class CScriptCallback; }; void makeStackDoNothing();