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21aaad6972
Transit is new option for hero movement. If it passed for movement then hero can get get on tile without visiting of object on it. Currently it's will be only allowed is object under destination is teleport.
305 lines
15 KiB
C++
305 lines
15 KiB
C++
#pragma once
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#include "../lib/FunctionList.h"
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#include "../lib/CGameState.h"
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#include "../lib/Connection.h"
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#include "../lib/IGameCallback.h"
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#include "../lib/BattleAction.h"
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#include "../lib/NetPacks.h"
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#include "CQuery.h"
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/*
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* CGameHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CGameHandler;
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class CVCMIServer;
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class CGameState;
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struct StartInfo;
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struct BattleResult;
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struct BattleAttack;
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struct BattleStackAttacked;
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struct CPack;
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struct Query;
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struct SetGarrisons;
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struct SetResource;
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struct SetResources;
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struct NewStructures;
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class CGHeroInstance;
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class IMarket;
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class ServerSpellCastEnvironment;
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extern std::map<ui32, CFunctionList<void(ui32)> > callbacks; //question id => callback functions - for selection dialogs
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extern boost::mutex gsm;
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struct PlayerStatus
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{
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bool makingTurn;
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PlayerStatus():makingTurn(false){};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & makingTurn;
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}
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};
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class PlayerStatuses
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{
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public:
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std::map<PlayerColor,PlayerStatus> players;
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boost::mutex mx;
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boost::condition_variable cv; //notifies when any changes are made
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void addPlayer(PlayerColor player);
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PlayerStatus operator[](PlayerColor player);
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bool checkFlag(PlayerColor player, bool PlayerStatus::*flag);
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void setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & players;
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}
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};
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struct CasualtiesAfterBattle
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{
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typedef std::pair<StackLocation, int> TStackAndItsNewCount;
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enum {ERASE = -1};
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std::vector<TStackAndItsNewCount> newStackCounts;
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std::vector<ArtifactLocation> removedWarMachines;
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ObjectInstanceID heroWithDeadCommander; //TODO: unify stack loactions
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CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat);
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void takeFromArmy(CGameHandler *gh);
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};
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class CGameHandler : public IGameCallback, CBattleInfoCallback
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{
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public:
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//use enums as parameters, because doMove(sth, true, false, true) is not readable
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enum EGuardLook {CHECK_FOR_GUARDS, IGNORE_GUARDS};
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enum EVisitDest {VISIT_DEST, DONT_VISIT_DEST};
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enum ELEaveTile {LEAVING_TILE, REMAINING_ON_TILE};
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CVCMIServer *s;
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std::map<PlayerColor, CConnection*> connections; //player color -> connection to client with interface of that player
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PlayerStatuses states; //player color -> player state
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std::set<CConnection*> conns;
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//queries stuff
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boost::recursive_mutex gsm;
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ui32 QID;
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Queries queries;
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//TODO get rid of cfunctionlist (or similar) and use serialziable callback structure
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std::map<ui32, CFunctionList<void(ui32)> > callbacks; //query id => callback function - for selection and yes/no dialogs
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bool isValidObject(const CGObjectInstance *obj) const;
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bool isBlockedByQueries(const CPack *pack, PlayerColor player);
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bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);
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void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
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int moveStack(int stack, BattleHex dest); //returned value - travelled distance
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void runBattle();
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////used only in endBattle - don't touch elsewhere
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bool visitObjectAfterVictory;
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//
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void endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2); //ends battle
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void prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex); //distance - number of hexes travelled before attacking
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void applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary); //damage, drain life & fire shield
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void checkForBattleEnd();
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void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
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void setBattleResult(BattleResult::EResult resultType, int victoriusSide);
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void duelFinished();
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CGameHandler(void);
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~CGameHandler(void);
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//////////////////////////////////////////////////////////////////////////
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//from IGameCallback
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//do sth
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void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override;
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bool removeObject(const CGObjectInstance * obj) override;
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void setBlockVis(ObjectInstanceID objid, bool bv) override;
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void setOwner(const CGObjectInstance * obj, PlayerColor owner) override;
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void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) override;
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void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) override;
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//void showInfoDialog(InfoWindow *iw) override;
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void showBlockingDialog(BlockingDialog *iw) override;
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void showTeleportDialog(TeleportDialog *iw) override;
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void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override;
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void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override;
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void giveResource(PlayerColor player, Res::ERes which, int val) override;
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void giveResources(PlayerColor player, TResources resources) override;
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void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override;
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void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) override;
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bool changeStackType(const StackLocation &sl, CCreature *c) override;
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bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) override;
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bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) override;
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bool eraseStack(const StackLocation &sl, bool forceRemoval = false) override;
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bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) override;
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bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) override;
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void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) override;
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bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) override;
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void removeAfterVisit(const CGObjectInstance *object) override;
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void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) override;
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void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) override;
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void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) override;
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void removeArtifact(const ArtifactLocation &al) override;
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bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) override;
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void synchronizeArtifactHandlerLists() override;
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void showCompInfo(ShowInInfobox * comp) override;
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void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
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void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
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//bool removeArtifact(const CArtifact* art, int hid) override;
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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
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override; //if any of armies is hero, hero will be used
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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<void(BattleResult*)> cb) override; //for hero<=>neutral army
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void setAmount(ObjectInstanceID objid, ui32 val) override;
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bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) override;
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void giveHeroBonus(GiveBonus * bonus) override;
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void setMovePoints(SetMovePoints * smp) override;
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void setManaPoints(ObjectInstanceID hid, int val) override;
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void giveHero(ObjectInstanceID id, PlayerColor player) override;
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void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) override;
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void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override;
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void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override;
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void changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide) override;
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bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) override;
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//////////////////////////////////////////////////////////////////////////
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void useScholarSkill(ObjectInstanceID hero1, ObjectInstanceID hero2);
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void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
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void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
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bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL);
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void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
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void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
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void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them
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void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
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void levelUpCommander (const CCommanderInstance * c);
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void expGiven(const CGHeroInstance *hero); //triggers needed level-ups, handles also commander of this hero
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//////////////////////////////////////////////////////////////////////////
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void commitPackage(CPackForClient *pack) override;
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void init(StartInfo *si);
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void handleConnection(std::set<PlayerColor> players, CConnection &c);
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PlayerColor getPlayerAt(CConnection *c) const;
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void playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj);
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bool makeBattleAction(BattleAction &ba);
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bool makeAutomaticAction(const CStack *stack, BattleAction &ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
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bool makeCustomAction(BattleAction &ba);
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void stackTurnTrigger(const CStack * stack);
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void handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack); //checks if obstacle is land mine and handles possible consequences
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void removeObstacle(const CObstacleInstance &obstacle);
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bool queryReply( QueryID qid, ui32 answer, PlayerColor player );
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bool hireHero( const CGObjectInstance *obj, ui8 hid, PlayerColor player );
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bool buildBoat( ObjectInstanceID objid );
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bool setFormation( ObjectInstanceID hid, ui8 formation );
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bool tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2);
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bool sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count);
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bool sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2);
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bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID);
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bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot);
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bool assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
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bool buyArtifact( ObjectInstanceID hid, ArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
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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
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bool sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid); //for artifact merchant selling
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//void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
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bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill);
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bool garrisonSwap(ObjectInstanceID tid);
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bool upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID );
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bool recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst, CreatureID crid, ui32 cram, si32 level);
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bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
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bool razeStructure(ObjectInstanceID tid, BuildingID bid);
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bool disbandCreature( ObjectInstanceID id, SlotID pos );
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bool arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player);
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void save(const std::string &fname);
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void close();
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void handleTimeEvents();
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void handleTownEvents(CGTownInstance *town, NewTurn &n);
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bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
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void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
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void objectVisitEnded(const CObjectVisitQuery &query);
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void engageIntoBattle( PlayerColor player );
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bool dig(const CGHeroInstance *h);
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bool castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos);
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void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & QID & states & finishingBattle;
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}
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void sendMessageToAll(const std::string &message);
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void sendMessageTo(CConnection &c, const std::string &message);
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void sendToAllClients(CPackForClient * info);
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void sendAndApply(CPackForClient * info);
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void applyAndSend(CPackForClient * info);
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void sendAndApply(CGarrisonOperationPack * info);
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void sendAndApply(SetResource * info);
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void sendAndApply(SetResources * info);
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void sendAndApply(NewStructures * info);
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struct FinishingBattleHelper
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{
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FinishingBattleHelper();
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FinishingBattleHelper(shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount);
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//shared_ptr<const CBattleQuery> query;
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const CGHeroInstance *winnerHero, *loserHero;
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PlayerColor victor, loser;
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bool duel;
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int remainingBattleQueriesCount;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & /*query & */winnerHero & loserHero & victor & loser & duel & remainingBattleQueriesCount;
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}
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};
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unique_ptr<FinishingBattleHelper> finishingBattle;
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void battleAfterLevelUp(const BattleResult &result);
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void run(bool resume);
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void newTurn();
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void handleAttackBeforeCasting (const BattleAttack & bat);
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void handleAfterAttackCasting (const BattleAttack & bat);
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void attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker);
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bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot);
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void spawnWanderingMonsters(CreatureID creatureID);
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friend class CVCMIServer;
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private:
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ServerSpellCastEnvironment * spellEnv;
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std::list<PlayerColor> generatePlayerTurnOrder() const;
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void makeStackDoNothing(const CStack * next);
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void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
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// Check for victory and loss conditions
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void checkVictoryLossConditionsForPlayer(PlayerColor player);
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void checkVictoryLossConditions(const std::set<PlayerColor> & playerColors);
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void checkVictoryLossConditionsForAll();
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};
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void makeStackDoNothing();
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