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211 lines
9.4 KiB
C++
211 lines
9.4 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 "../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 <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 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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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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class CGameHandler : public IGameCallback
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{
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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, int dest); //returned value - travelled distance
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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
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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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//
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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 prepareAttacked(BattleStackAttacked &bsa, const CStack *def);
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void checkForBattleEnd( std::vector<CStack*> &stacks );
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void setupBattle( BattleInfo * curB, int3 tile, const CCreatureSet &army1, const CCreatureSet &army2, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank, const CGTownInstance *town);
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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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//get info
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int getCurrentPlayer();
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int getSelectedHero();
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//do sth
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void changeSpells(int hid, bool give, const std::set<ui32> &spells);
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bool removeObject(int objid);
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void setBlockVis(int objid, bool bv);
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void setOwner(int objid, ui8 owner);
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void setHoverName(int objid, MetaString * name);
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void setObjProperty(int objid, int prop, si64 val);
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void changePrimSkill(int ID, int which, si64 val, bool abs=false);
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void changeSecSkill(int ID, int which, int val, bool abs=false);
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void showInfoDialog(InfoWindow *iw);
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void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback);
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ui32 showBlockingDialog(BlockingDialog *iw); //synchronous version of above
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void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb);
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void showThievesGuildWindow(int requestingObjId); //TODO: make something more general?
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void giveResource(int player, int which, int val);
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void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures);
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void takeCreatures (int objid, TSlots creatures);
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void showCompInfo(ShowInInfobox * comp);
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void heroVisitCastle(int obj, int heroID);
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void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
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void stopHeroVisitCastle(int obj, int heroID);
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void giveHeroArtifact(int artid, int hid, int position); //pos==-1 - first free slot in backpack; pos==-2 - default if available or backpack
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void moveArtifact(int hid, int oldPosition, int destPos);
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void removeArtifact(int artid, int hid);
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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); //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); //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); //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
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void setAmount(int objid, ui32 val);
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bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255);
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void giveHeroBonus(GiveBonus * bonus);
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void setMovePoints(SetMovePoints * smp);
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void setManaPoints(int hid, int val);
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void giveHero(int id, int player);
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void changeObjPos(int objid, int3 newPos, ui8 flags);
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void useScholarSkill(si32 hero1, si32 hero2);
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void heroExchange(si32 hero1, si32 hero2);
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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);
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bool makeCustomAction(BattleAction &ba);
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bool queryReply( ui32 qid, ui32 answer );
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bool hireHero( ui32 tid, ui8 hid );
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bool buildBoat( ui32 objid );
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bool setFormation( si32 hid, ui8 formation );
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bool tradeResources( ui32 val, ui8 player, ui32 id1, ui32 id2 );
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bool assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo);
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bool buyArtifact( ui32 hid, si32 aid );
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bool swapArtifacts(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);
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bool buildStructure(si32 tid, si32 bid);
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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 );
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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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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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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(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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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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