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ac66fc7f42
New features for players: * Loading for multiplayer. Any save could be used for multiplayer. * Restart for multiplayer. All clients will restart together. * Loading from single save. * Hotseat mixed with network game. Multiple players per client. * Now connection to server could be cancelled. * Return to menu on disconnections instead of crashes. * Restoring of last selected map, save or campaign on next run. TLDR on important changes in engine code: * UI: work with server separated from UI * UI: all explitic blitting replaced with IntObject's * UI: all new code use smart pointers instead of DISPOSE * Gameplay always start through lobby controlled by server. * Threads receiving netpacks now shared for lobby and gameplay. * Campaigns: heroes for crossover now serialized as JsonNode.
349 lines
8.1 KiB
C++
349 lines
8.1 KiB
C++
/*
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* NetPacksBase.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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#pragma once
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class CClient;
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class CGameState;
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class CGameHandler;
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class CConnection;
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class CStackBasicDescriptor;
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class CGHeroInstance;
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class CStackInstance;
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class CArmedInstance;
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class CArtifactSet;
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class CBonusSystemNode;
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struct ArtSlotInfo;
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#include "ConstTransitivePtr.h"
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#include "GameConstants.h"
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#include "JsonNode.h"
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struct DLL_LINKAGE CPack
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{
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std::shared_ptr<CConnection> c; // Pointer to connection that pack received from
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CPack() : c(nullptr) {};
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virtual ~CPack() {};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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logNetwork->error("CPack serialized... this should not happen!");
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assert(false && "CPack serialized");
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}
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void applyGs(CGameState * gs)
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{}
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};
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struct CPackForClient : public CPack
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{
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CPackForClient(){};
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CGameState* GS(CClient *cl);
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void applyFirstCl(CClient *cl)//called before applying to gs
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{}
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void applyCl(CClient *cl)//called after applying to gs
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{}
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};
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struct CPackForServer : public CPack
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{
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mutable PlayerColor player;
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mutable si32 requestID;
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CGameState* GS(CGameHandler *gh);
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CPackForServer():
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player(PlayerColor::NEUTRAL)
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{
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}
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bool applyGh(CGameHandler *gh) //called after applying to gs
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{
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logGlobal->error("Should not happen... applying plain CPackForServer");
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return false;
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & player;
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h & requestID;
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}
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protected:
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void throwNotAllowedAction();
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void throwOnWrongOwner(CGameHandler * gh, ObjectInstanceID id);
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void throwOnWrongPlayer(CGameHandler * gh, PlayerColor player);
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void throwAndCompain(CGameHandler * gh, std::string txt);
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bool isPlayerOwns(CGameHandler * gh, ObjectInstanceID id);
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private:
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void wrongPlayerMessage(CGameHandler * gh, PlayerColor expectedplayer);
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};
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struct DLL_LINKAGE MetaString
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{
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private:
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enum EMessage {TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER, TREPLACE_PLUSNUMBER};
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public:
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enum {GENERAL_TXT=1, XTRAINFO_TXT, OBJ_NAMES, RES_NAMES, ART_NAMES, ARRAY_TXT, CRE_PL_NAMES, CREGENS, MINE_NAMES,
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MINE_EVNTS, ADVOB_TXT, ART_EVNTS, SPELL_NAME, SEC_SKILL_NAME, CRE_SING_NAMES, CREGENS4, COLOR, ART_DESCR, JK_TXT};
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std::vector<ui8> message; //vector of EMessage
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std::vector<std::pair<ui8,ui32> > localStrings;
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std::vector<std::string> exactStrings;
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std::vector<si32> numbers;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & exactStrings;
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h & localStrings;
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h & message;
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h & numbers;
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}
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void addTxt(ui8 type, ui32 serial)
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{
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message.push_back(TLOCAL_STRING);
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localStrings.push_back(std::pair<ui8,ui32>(type, serial));
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}
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MetaString& operator<<(const std::pair<ui8,ui32> &txt)
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{
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message.push_back(TLOCAL_STRING);
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localStrings.push_back(txt);
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return *this;
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}
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MetaString& operator<<(const std::string &txt)
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{
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message.push_back(TEXACT_STRING);
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exactStrings.push_back(txt);
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return *this;
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}
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MetaString& operator<<(int txt)
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{
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message.push_back(TNUMBER);
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numbers.push_back(txt);
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return *this;
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}
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void addReplacement(ui8 type, ui32 serial)
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{
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message.push_back(TREPLACE_LSTRING);
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localStrings.push_back(std::pair<ui8,ui32>(type, serial));
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}
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void addReplacement(const std::string &txt)
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{
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message.push_back(TREPLACE_ESTRING);
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exactStrings.push_back(txt);
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}
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void addReplacement(int txt)
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{
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message.push_back(TREPLACE_NUMBER);
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numbers.push_back(txt);
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}
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void addReplacement2(int txt)
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{
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message.push_back(TREPLACE_PLUSNUMBER);
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numbers.push_back(txt);
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}
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void addCreReplacement(CreatureID id, TQuantity count); //adds sing or plural name;
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void addReplacement(const CStackBasicDescriptor &stack); //adds sing or plural name;
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std::string buildList () const;
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void clear()
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{
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exactStrings.clear();
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localStrings.clear();
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message.clear();
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numbers.clear();
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}
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void toString(std::string &dst) const;
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std::string toString() const;
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void getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const;
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MetaString(){}
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};
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struct Component
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{
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enum EComponentType {PRIM_SKILL, SEC_SKILL, RESOURCE, CREATURE, ARTIFACT, EXPERIENCE, SPELL, MORALE, LUCK, BUILDING, HERO_PORTRAIT, FLAG};
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ui16 id, subtype; //id uses ^^^ enums, when id==EXPPERIENCE subtype==0 means exp points and subtype==1 levels)
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si32 val; // + give; - take
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si16 when; // 0 - now; +x - within x days; -x - per x days
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id;
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h & subtype;
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h & val;
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h & when;
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}
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Component()
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:id(0), subtype(0), val(0), when(0)
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{
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}
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DLL_LINKAGE explicit Component(const CStackBasicDescriptor &stack);
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Component(Component::EComponentType Type, ui16 Subtype, si32 Val, si16 When)
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:id(Type),subtype(Subtype),val(Val),when(When)
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{
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}
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};
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typedef boost::variant<ConstTransitivePtr<CGHeroInstance>, ConstTransitivePtr<CStackInstance> > TArtHolder;
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struct ArtifactLocation
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{
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TArtHolder artHolder;//TODO: identify holder by id
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ArtifactPosition slot;
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ArtifactLocation()
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{
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artHolder = ConstTransitivePtr<CGHeroInstance>();
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slot = ArtifactPosition::PRE_FIRST;
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}
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template <typename T>
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ArtifactLocation(const T *ArtHolder, ArtifactPosition Slot)
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{
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artHolder = const_cast<T*>(ArtHolder); //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
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slot = Slot;
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}
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ArtifactLocation(TArtHolder ArtHolder, ArtifactPosition Slot)
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{
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artHolder = ArtHolder;
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slot = Slot;
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}
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template <typename T>
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bool isHolder(const T *t) const
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{
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if(auto ptrToT = boost::get<ConstTransitivePtr<T> >(&artHolder))
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{
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return ptrToT->get() == t;
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}
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return false;
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}
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DLL_LINKAGE void removeArtifact(); // BE CAREFUL, this operation modifies holder (gs)
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DLL_LINKAGE const CArmedInstance *relatedObj() const; //hero or the stack owner
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DLL_LINKAGE PlayerColor owningPlayer() const;
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DLL_LINKAGE CArtifactSet *getHolderArtSet();
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DLL_LINKAGE CBonusSystemNode *getHolderNode();
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DLL_LINKAGE const CArtifactSet *getHolderArtSet() const;
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DLL_LINKAGE const CBonusSystemNode *getHolderNode() const;
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DLL_LINKAGE const CArtifactInstance *getArt() const;
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DLL_LINKAGE CArtifactInstance *getArt();
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DLL_LINKAGE const ArtSlotInfo *getSlot() const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & artHolder;
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h & slot;
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}
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};
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///custom effect (resistance, reflection, etc)
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struct CustomEffectInfo
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{
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CustomEffectInfo()
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:effect(0),
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sound(0),
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stack(0)
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{
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}
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/// WoG AC format
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ui32 effect;
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ui32 sound;
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ui32 stack;
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & effect;
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h & sound;
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h & stack;
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}
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};
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class BattleChanges
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{
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public:
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enum class EOperation : si8
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{
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ADD,
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RESET_STATE,
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UPDATE,
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REMOVE
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};
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JsonNode data;
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EOperation operation;
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BattleChanges()
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: operation(EOperation::RESET_STATE),
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data()
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{
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}
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BattleChanges(EOperation operation_)
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: operation(operation_),
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data()
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{
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}
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};
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class UnitChanges : public BattleChanges
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{
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public:
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uint32_t id;
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int64_t healthDelta;
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UnitChanges()
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: BattleChanges(EOperation::RESET_STATE),
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id(0),
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healthDelta(0)
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{
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}
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UnitChanges(uint32_t id_, EOperation operation_)
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: BattleChanges(operation_),
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id(id_),
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healthDelta(0)
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{
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}
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & id;
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h & healthDelta;
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h & data;
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h & operation;
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}
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};
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class ObstacleChanges : public BattleChanges
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{
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public:
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uint32_t id;
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ObstacleChanges()
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: BattleChanges(EOperation::RESET_STATE),
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id(0)
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{
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}
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ObstacleChanges(uint32_t id_, EOperation operation_)
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: BattleChanges(operation_),
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id(id_)
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{
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}
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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h & id;
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h & data;
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h & operation;
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}
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};
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