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vcmi/server/CGameHandler.h
2017-07-20 02:50:47 +03:00

325 lines
15 KiB
C++

/*
* 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<typename Handler> void serialize(Handler & h, const int version)
{
h & makingTurn;
}
};
class PlayerStatuses
{
public:
std::map<PlayerColor, PlayerStatus> 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<typename Handler> void serialize(Handler & h, const int version)
{
h & players;
}
};
struct CasualtiesAfterBattle
{
typedef std::pair<StackLocation, int> TStackAndItsNewCount;
typedef std::map<CreatureID, TQuantity> TSummoned;
enum
{
ERASE = -1
};
const CArmedInstance * army;
std::vector<TStackAndItsNewCount> newStackCounts;
std::vector<ArtifactLocation> 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<PlayerColor, CConnection *> connections; //player color -> connection to client with interface of that player
PlayerStatuses states; //player color -> player state
std::set<CConnection *> 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<SpellID> & 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<CStackBasicDescriptor> & 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<int3, ShashInt3> & 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<PlayerColor> 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<ui32> &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<typename Handler> 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<const CBattleQuery> Query, int RemainingBattleQueriesCount);
const CGHeroInstance * winnerHero, * loserHero;
PlayerColor victor, loser;
int remainingBattleQueriesCount;
template<typename Handler> 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<FinishingBattleHelper> 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<PlayerColor> 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<PlayerColor> & playerColors);
void checkVictoryLossConditionsForAll();
};
class clientDisconnectedException : public std::exception
{
};
void makeStackDoNothing();