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617e1f962e
* lib/ERMScriptModule.cpp * lib/ERMScriptModule.h * lib/CObstacleInstance.h More jugglery with callbacks. Moving stuff from CGameState to CGameInfoCallback. Work on unified game events interface for player (AI or GUI) and script module. Directing events to ERM interpretetr, first attempts of calling some triggers. Crashy, if there any scripts. Some other changes, including fighting amount of includes in includes and tracking of hero visits (need further work).
258 lines
13 KiB
C++
258 lines
13 KiB
C++
#ifndef __CGAMEHANDLER_H__
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#define __CGAMEHANDLER_H__
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#include "../global.h"
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#include <set>
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#include <map>
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#include "../client/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 <boost/function.hpp>
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#include <boost/thread.hpp>
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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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class CCPPObjectScript;
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class CScriptCallback;
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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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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, engagedIntoBattle;
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std::set<ui32> queries;
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PlayerStatus():makingTurn(false),engagedIntoBattle(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 & engagedIntoBattle & queries;
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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<ui8,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(ui8 player);
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PlayerStatus operator[](ui8 player);
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bool hasQueries(ui8 player);
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bool checkFlag(ui8 player, bool PlayerStatus::*flag);
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void setFlag(ui8 player, bool PlayerStatus::*flag, bool val);
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void addQuery(ui8 player, ui32 id);
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void removeQuery(ui8 player, ui32 id);
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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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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
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{
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private:
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void makeStackDoNothing(const CStack * next);
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public:
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CVCMIServer *s;
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std::map<int,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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std::map<ui32, CFunctionList<void(ui32)> > callbacks; //query id => callback function - for selection and yes/no dialogs
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std::map<ui32, boost::function<void()> > garrisonCallbacks; //query id => callback - for garrison dialogs
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std::map<ui32, std::pair<si32,si32> > allowedExchanges;
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bool isAllowedExchange(int id1, int id2);
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void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
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int moveStack(int stack, THex dest); //returned value - travelled distance
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void startBattle(const CArmedInstance *armies[2], int3 tile, const CGHeroInstance *heroes[2], bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town = NULL); //use hero=NULL for no hero
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void runBattle();
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void checkLossVictory(ui8 player);
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void winLoseHandle(ui8 players=255); //players: bit field - colours of players to be checked; default: all
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void getLossVicMessage(ui8 player, ui8 standard, bool victory, InfoWindow &out) const;
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////used only in endBattle - don't touch elsewhere
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boost::function<void(BattleResult*)> * battleEndCallback;
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//const CArmedInstance * bEndArmy1, * bEndArmy2;
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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); //distance - number of hexes travelled before attacking
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void checkForBattleEnd( std::vector<CStack*> &stacks );
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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(int resultType, int victoriusSide);
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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(int hid, bool give, const std::set<ui32> &spells) OVERRIDE;
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bool removeObject(int objid) OVERRIDE;
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void setBlockVis(int objid, bool bv) OVERRIDE;
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void setOwner(int objid, ui8 owner) OVERRIDE;
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void setHoverName(int objid, MetaString * name) OVERRIDE;
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void setObjProperty(int objid, int prop, si64 val) OVERRIDE;
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void changePrimSkill(int ID, int which, si64 val, bool abs=false) OVERRIDE;
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void changeSecSkill(int ID, int which, int val, bool abs=false) OVERRIDE;
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void showInfoDialog(InfoWindow *iw) OVERRIDE;
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void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback) OVERRIDE;
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ui32 showBlockingDialog(BlockingDialog *iw) OVERRIDE; //synchronous version of above
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void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE;
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void showThievesGuildWindow(int requestingObjId) OVERRIDE; //TODO: make something more general?
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void giveResource(int player, int which, int val) 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(int 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 giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos) OVERRIDE;
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void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, int 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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void moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) OVERRIDE;
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void showCompInfo(ShowInInfobox * comp) OVERRIDE;
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void heroVisitCastle(int obj, int heroID) OVERRIDE;
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void stopHeroVisitCastle(int obj, int heroID) OVERRIDE;
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//bool removeArtifact(const CArtifact* art, int hid) OVERRIDE;
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL) OVERRIDE; //use hero=NULL for no hero
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, 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, boost::function<void(BattleResult*)> 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<void(BattleResult*)> cb) OVERRIDE; //for hero<=>neutral army
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void setAmount(int objid, ui32 val) OVERRIDE;
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bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255) 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(int hid, int val) OVERRIDE;
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void giveHero(int id, int player) OVERRIDE;
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void changeObjPos(int objid, int3 newPos, ui8 flags) OVERRIDE;
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void heroExchange(si32 hero1, si32 hero2) OVERRIDE;
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//////////////////////////////////////////////////////////////////////////
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void useScholarSkill(si32 hero1, si32 hero2);
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void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
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bool tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h);
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void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
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bool teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker = 255);
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void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
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void levelUpHero(int ID, int skill);//handle client respond and send one more request if needed
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void levelUpHero(int ID);//initial call - check if hero have remaining levelups & handle them
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//////////////////////////////////////////////////////////////////////////
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void init(StartInfo *si, int Seed);
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void handleConnection(std::set<int> players, CConnection &c);
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int getPlayerAt(CConnection *c) const;
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void playerMessage( ui8 player, const std::string &message);
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bool makeBattleAction(BattleAction &ba);
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void handleSpellCasting(int spellID, int spellLvl, int destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero, int usedSpellPower, SpellCasting::ECastingMode mode);
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bool makeCustomAction(BattleAction &ba);
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bool queryReply( ui32 qid, ui32 answer );
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bool hireHero( const CGObjectInstance *obj, ui8 hid, ui8 player );
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bool buildBoat( ui32 objid );
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bool setFormation( si32 hid, ui8 formation );
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bool tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2);
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bool sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count);
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bool sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2);
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bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID);
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bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, ui32 slot);
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bool assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo);
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bool buyArtifact( ui32 hid, si32 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, int rid, int 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, int aid, int rid); //for artifact merchant selling
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bool buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill);
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bool moveArtifact(si32 srcHeroID, si32 destHeroID, ui16 srcSlot, ui16 destSlot);
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bool garrisonSwap(si32 tid);
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bool upgradeCreature( ui32 objid, ui8 pos, ui32 upgID );
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bool recruitCreatures(si32 objid, ui32 crid, ui32 cram, si32 level);
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bool buildStructure(si32 tid, si32 bid, bool force=false);//force - for events: no cost, no checkings
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bool razeStructure(si32 tid, si32 bid);
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bool disbandCreature( si32 id, ui8 pos );
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bool arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val, ui8 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, std::map<si32, std::map<si32, si32> > &newCreas);
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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 engageIntoBattle( ui8 player );
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bool dig(const CGHeroInstance *h);
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bool castSpell(const CGHeroInstance *h, int 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;
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}
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ui32 getQueryResult(ui8 player, int queryID);
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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 applyAndAsk(Query * sel, ui8 player, boost::function<void(ui32)> &callback);
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void ask(Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback);
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void sendToAllClients(CPackForClient * info);
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void sendAndApply(CPackForClient * info);
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void sendAndApply(CGarrisonOperationPack * info);
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//void sendAndApply(SetGarrisons * 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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void run(bool resume);
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void newTurn();
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void handleAfterAttackCasting( const BattleAttack & bat );
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bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, int slot);
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friend class CVCMIServer;
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friend class CScriptCallback;
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};
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#endif // __CGAMEHANDLER_H__
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void makeStackDoNothing(); |