mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
3a76d72b69
* support for spell 77 (thunder-sth)
210 lines
9.3 KiB
C++
210 lines
9.3 KiB
C++
#ifndef __CGAMEHANDLER_H__
|
|
#define __CGAMEHANDLER_H__
|
|
|
|
#include "../global.h"
|
|
#include <set>
|
|
#include "../client/FunctionList.h"
|
|
#include "../lib/CGameState.h"
|
|
#include "../lib/Connection.h"
|
|
#include "../lib/IGameCallback.h"
|
|
#include "../lib/BattleAction.h"
|
|
#include <boost/function.hpp>
|
|
#include <boost/thread.hpp>
|
|
|
|
/*
|
|
* CGameHandler.h, part of VCMI engine
|
|
*
|
|
* Authors: listed in file AUTHORS in main folder
|
|
*
|
|
* License: GNU General Public License v2.0 or later
|
|
* Full text of license available in license.txt file, in main folder
|
|
*
|
|
*/
|
|
|
|
class CVCMIServer;
|
|
class CGameState;
|
|
struct StartInfo;
|
|
class CCPPObjectScript;
|
|
class CScriptCallback;
|
|
struct BattleResult;
|
|
struct BattleAttack;
|
|
struct BattleStackAttacked;
|
|
struct CPack;
|
|
struct Query;
|
|
struct SetGarrisons;
|
|
struct SetResource;
|
|
struct SetResources;
|
|
struct NewStructures;
|
|
class CGHeroInstance;
|
|
extern std::map<ui32, CFunctionList<void(ui32)> > callbacks; //question id => callback functions - for selection dialogs
|
|
extern boost::mutex gsm;
|
|
|
|
struct PlayerStatus
|
|
{
|
|
bool makingTurn, engagedIntoBattle;
|
|
std::set<ui32> queries;
|
|
|
|
PlayerStatus():makingTurn(false),engagedIntoBattle(false){};
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & makingTurn & engagedIntoBattle & queries;
|
|
}
|
|
};
|
|
class PlayerStatuses
|
|
{
|
|
public:
|
|
std::map<ui8,PlayerStatus> players;
|
|
boost::mutex mx;
|
|
boost::condition_variable cv; //notifies when any changes are made
|
|
|
|
void addPlayer(ui8 player);
|
|
PlayerStatus operator[](ui8 player);
|
|
bool hasQueries(ui8 player);
|
|
bool checkFlag(ui8 player, bool PlayerStatus::*flag);
|
|
void setFlag(ui8 player, bool PlayerStatus::*flag, bool val);
|
|
void addQuery(ui8 player, ui32 id);
|
|
void removeQuery(ui8 player, ui32 id);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & players;
|
|
}
|
|
};
|
|
|
|
class CGameHandler : public IGameCallback
|
|
{
|
|
public:
|
|
CVCMIServer *s;
|
|
std::map<int,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;
|
|
std::map<ui32, CFunctionList<void(ui32)> > callbacks; //query id => callback function - for selection and yes/no dialogs
|
|
std::map<ui32, boost::function<void()> > garrisonCallbacks; //query id => callback - for garrison dialogs
|
|
std::map<ui32, std::pair<si32,si32> > allowedExchanges;
|
|
|
|
bool isAllowedExchange(int id1, int id2);
|
|
void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
|
|
int moveStack(int stack, int dest); //returned value - travelled distance
|
|
void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town = NULL); //use hero=NULL for no hero
|
|
void checkLossVictory(ui8 player);
|
|
void winLoseHandle(ui8 players=255); //players: bit field - colours of players to be checked; default: all
|
|
void getLossVicMessage(ui8 player, ui8 standard, bool victory, InfoWindow &out) const;
|
|
|
|
////used only in endBattle - don't touch elsewhere
|
|
boost::function<void(BattleResult*)> * battleEndCallback;
|
|
const CArmedInstance * bEndArmy1, * bEndArmy2;
|
|
//
|
|
void endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2); //ends battle
|
|
void prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance); //distance - number of hexes travelled before attacking
|
|
void prepareAttacked(BattleStackAttacked &bsa, const CStack *def);
|
|
void checkForBattleEnd( std::vector<CStack*> &stacks );
|
|
void setupBattle( BattleInfo * curB, int3 tile, const CCreatureSet &army1, const CCreatureSet &army2, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank, const CGTownInstance *town);
|
|
|
|
CGameHandler(void);
|
|
~CGameHandler(void);
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
//from IGameCallback
|
|
//get info
|
|
int getCurrentPlayer();
|
|
int getSelectedHero();
|
|
|
|
|
|
//do sth
|
|
void changeSpells(int hid, bool give, const std::set<ui32> &spells);
|
|
bool removeObject(int objid);
|
|
void setBlockVis(int objid, bool bv);
|
|
void setOwner(int objid, ui8 owner);
|
|
void setHoverName(int objid, MetaString * name);
|
|
void setObjProperty(int objid, int prop, si64 val);
|
|
void changePrimSkill(int ID, int which, si64 val, bool abs=false);
|
|
void changeSecSkill(int ID, int which, int val, bool abs=false);
|
|
void showInfoDialog(InfoWindow *iw);
|
|
void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback);
|
|
ui32 showBlockingDialog(BlockingDialog *iw); //synchronous version of above
|
|
void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb);
|
|
void showThievesGuildWindow(int requestingObjId); //TODO: make something more general?
|
|
void giveResource(int player, int which, int val);
|
|
void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures);
|
|
void takeCreatures (int objid, TSlots creatures);
|
|
void showCompInfo(ShowInInfobox * comp);
|
|
void heroVisitCastle(int obj, int heroID);
|
|
void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
|
|
void stopHeroVisitCastle(int obj, int heroID);
|
|
void giveHeroArtifact(int artid, int hid, int position); //pos==-1 - first free slot in backpack; pos==-2 - default if available or backpack
|
|
void moveArtifact(int hid, int oldPosition, int destPos);
|
|
void removeArtifact(int artid, int hid);
|
|
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); //use hero=NULL for no hero
|
|
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false); //if any of armies is hero, hero will be used
|
|
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false); //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); //for hero<=>neutral army
|
|
void setAmount(int objid, ui32 val);
|
|
bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255);
|
|
void giveHeroBonus(GiveBonus * bonus);
|
|
void setMovePoints(SetMovePoints * smp);
|
|
void setManaPoints(int hid, int val);
|
|
void giveHero(int id, int player);
|
|
void changeObjPos(int objid, int3 newPos, ui8 flags);
|
|
void useScholarSkill(si32 hero1, si32 hero2);
|
|
void heroExchange(si32 hero1, si32 hero2);
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
void init(StartInfo *si, int Seed);
|
|
void handleConnection(std::set<int> players, CConnection &c);
|
|
int getPlayerAt(CConnection *c) const;
|
|
|
|
void playerMessage( ui8 player, const std::string &message);
|
|
bool makeBattleAction(BattleAction &ba);
|
|
void handleSpellCasting(int spellID, int spellLvl, int destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero, int usedSpellPower);
|
|
bool makeCustomAction(BattleAction &ba);
|
|
bool queryReply( ui32 qid, ui32 answer );
|
|
bool hireHero( ui32 tid, ui8 hid );
|
|
bool buildBoat( ui32 objid );
|
|
bool setFormation( si32 hid, ui8 formation );
|
|
bool tradeResources( ui32 val, ui8 player, ui32 id1, ui32 id2 );
|
|
bool assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo);
|
|
bool buyArtifact( ui32 hid, si32 aid );
|
|
bool swapArtifacts(si32 srcHeroID, si32 destHeroID, ui16 srcSlot, ui16 destSlot);
|
|
bool garrisonSwap(si32 tid);
|
|
bool upgradeCreature( ui32 objid, ui8 pos, ui32 upgID );
|
|
bool recruitCreatures(si32 objid, ui32 crid, ui32 cram);
|
|
bool buildStructure(si32 tid, si32 bid);
|
|
bool razeStructure(si32 tid, si32 bid);
|
|
bool disbandCreature( si32 id, ui8 pos );
|
|
bool arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val );
|
|
void save(const std::string &fname);
|
|
void close();
|
|
void handleTimeEvents();
|
|
bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
|
|
void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
|
|
void engageIntoBattle( ui8 player );
|
|
bool dig(const CGHeroInstance *h);
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & QID & states;
|
|
}
|
|
|
|
ui32 getQueryResult(ui8 player, int queryID);
|
|
void sendMessageToAll(const std::string &message);
|
|
void sendMessageTo(CConnection &c, const std::string &message);
|
|
void applyAndAsk(Query * sel, ui8 player, boost::function<void(ui32)> &callback);
|
|
void ask(Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback);
|
|
void sendToAllClients(CPackForClient * info);
|
|
void sendAndApply(CPackForClient * info);
|
|
void sendAndApply(SetGarrisons * info);
|
|
void sendAndApply(SetResource * info);
|
|
void sendAndApply(SetResources * info);
|
|
void sendAndApply(NewStructures * info);
|
|
|
|
void run(bool resume);
|
|
void newTurn();
|
|
void handleAfterAttackCasting( const BattleAttack & bat );
|
|
friend class CVCMIServer;
|
|
friend class CScriptCallback;
|
|
};
|
|
|
|
#endif // __CGAMEHANDLER_H__
|