mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
f3f4a7633d
* fixed starting hero is granted in normal scenarios * introduced TArtifactInstanceID
271 lines
14 KiB
C++
271 lines
14 KiB
C++
#pragma once
|
|
|
|
|
|
#include "../client/FunctionList.h"
|
|
#include "../lib/CGameState.h"
|
|
#include "../lib/Connection.h"
|
|
#include "../lib/IGameCallback.h"
|
|
#include "../lib/BattleAction.h"
|
|
#include "../lib/NetPacks.h"
|
|
|
|
/*
|
|
* 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 CGameHandler;
|
|
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;
|
|
class IMarket;
|
|
|
|
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<TPlayerColor,PlayerStatus> players;
|
|
boost::mutex mx;
|
|
boost::condition_variable cv; //notifies when any changes are made
|
|
|
|
void addPlayer(TPlayerColor player);
|
|
PlayerStatus operator[](TPlayerColor player);
|
|
int getQueriesCount(TPlayerColor player); //returns 0 if there is no such player
|
|
bool checkFlag(TPlayerColor player, bool PlayerStatus::*flag);
|
|
void setFlag(TPlayerColor player, bool PlayerStatus::*flag, bool val);
|
|
void addQuery(TPlayerColor player, ui32 id);
|
|
void removeQuery(TPlayerColor player, ui32 id);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & players;
|
|
}
|
|
};
|
|
|
|
struct CasualtiesAfterBattle
|
|
{
|
|
typedef std::pair<StackLocation, int> TStackAndItsNewCount;
|
|
enum {ERASE = -1};
|
|
std::vector<TStackAndItsNewCount> newStackCounts;
|
|
si32 heroWithDeadCommander; //TODO: unify stack loactions
|
|
|
|
CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat);
|
|
void takeFromArmy(CGameHandler *gh);
|
|
};
|
|
|
|
class CGameHandler : public IGameCallback, CBattleInfoCallback
|
|
{
|
|
private:
|
|
void makeStackDoNothing(const CStack * next);
|
|
bool isAllowedExchangeForQuery(int id1, int id2);
|
|
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;
|
|
|
|
//TODO get rid of cfunctionlist (or similar) and use serialziable callback structure
|
|
std::map<ui32, CFunctionList<void(ui32)> > callbacks; //query id => callback function - for selection and yes/no dialogs
|
|
std::map<ui32, std::pair<si32,si32> > allowedExchanges;
|
|
|
|
bool isBlockedByQueries(const CPack *pack, int packType, ui8 player);
|
|
bool isAllowedExchange(int id1, int id2);
|
|
bool isAllowedArrangePack(const ArrangeStacks *pack);
|
|
void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
|
|
int moveStack(int stack, BattleHex dest); //returned value - travelled distance
|
|
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
|
|
void runBattle();
|
|
void checkLossVictory(ui8 player);
|
|
void winLoseHandle(ui8 players=255); //players: bit field - colours of players to be checked; default: all
|
|
void getLossVicMessage(ui8 player, si8 standard, bool victory, InfoWindow &out) const;
|
|
|
|
////used only in endBattle - don't touch elsewhere
|
|
boost::function<void(BattleResult*)> * battleEndCallback;
|
|
//const CArmedInstance * bEndArmy1, * bEndArmy2;
|
|
bool visitObjectAfterVictory;
|
|
//
|
|
void endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2); //ends battle
|
|
void prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex); //distance - number of hexes travelled before attacking
|
|
void applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary); //damage, drain life & fire shield
|
|
void checkForBattleEnd();
|
|
void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
|
|
void setBattleResult(int resultType, int victoriusSide);
|
|
|
|
CGameHandler(void);
|
|
~CGameHandler(void);
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
//from IGameCallback
|
|
//do sth
|
|
void changeSpells(int hid, bool give, const std::set<ui32> &spells) OVERRIDE;
|
|
bool removeObject(int objid) OVERRIDE;
|
|
void setBlockVis(int objid, bool bv) OVERRIDE;
|
|
void setOwner(int objid, ui8 owner) OVERRIDE;
|
|
void setHoverName(int objid, MetaString * name) OVERRIDE;
|
|
void changePrimSkill(int ID, int which, si64 val, bool abs=false) OVERRIDE;
|
|
void changeSecSkill(int ID, int which, int val, bool abs=false) OVERRIDE;
|
|
//void showInfoDialog(InfoWindow *iw) OVERRIDE;
|
|
void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback) OVERRIDE;
|
|
ui32 showBlockingDialog(BlockingDialog *iw) OVERRIDE; //synchronous version of above
|
|
void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE;
|
|
void showThievesGuildWindow(int player, int requestingObjId) OVERRIDE;
|
|
void giveResource(int player, int which, int val) OVERRIDE;
|
|
|
|
void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE;
|
|
void takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures) OVERRIDE;
|
|
bool changeStackType(const StackLocation &sl, CCreature *c) OVERRIDE;
|
|
bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) OVERRIDE;
|
|
bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE;
|
|
bool eraseStack(const StackLocation &sl, bool forceRemoval = false) OVERRIDE;
|
|
bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) OVERRIDE;
|
|
bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE;
|
|
void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) OVERRIDE;
|
|
bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) OVERRIDE;
|
|
|
|
void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos) OVERRIDE;
|
|
void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, int pos) OVERRIDE;
|
|
void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) OVERRIDE;
|
|
void removeArtifact(const ArtifactLocation &al) OVERRIDE;
|
|
bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) OVERRIDE;
|
|
|
|
void showCompInfo(ShowInInfobox * comp) OVERRIDE;
|
|
void heroVisitCastle(int obj, int heroID) OVERRIDE;
|
|
void stopHeroVisitCastle(int obj, int heroID) OVERRIDE;
|
|
//bool removeArtifact(const CArtifact* art, int hid) OVERRIDE;
|
|
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
|
|
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
|
|
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
|
|
void setAmount(int objid, ui32 val) OVERRIDE;
|
|
bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255) OVERRIDE;
|
|
void giveHeroBonus(GiveBonus * bonus) OVERRIDE;
|
|
void setMovePoints(SetMovePoints * smp) OVERRIDE;
|
|
void setManaPoints(int hid, int val) OVERRIDE;
|
|
void giveHero(int id, int player) OVERRIDE;
|
|
void changeObjPos(int objid, int3 newPos, ui8 flags) OVERRIDE;
|
|
void heroExchange(si32 hero1, si32 hero2) OVERRIDE;
|
|
//////////////////////////////////////////////////////////////////////////
|
|
void useScholarSkill(si32 hero1, si32 hero2);
|
|
void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
|
|
bool tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h);
|
|
void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
|
|
bool teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker = 255);
|
|
void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
|
|
void levelUpHero(int ID, int skill);//handle client respond and send one more request if needed
|
|
void levelUpHero(int ID);//initial call - check if hero have remaining levelups & handle them
|
|
void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
|
|
void levelUpCommander (const CCommanderInstance * c);
|
|
void afterBattleCallback(); // called after level-ups are finished
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
void commitPackage(CPackForClient *pack) OVERRIDE;
|
|
|
|
void init(StartInfo *si);
|
|
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);
|
|
bool makeAutomaticAction(const CStack *stack, BattleAction &ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
|
|
void handleSpellCasting(int spellID, int spellLvl, BattleHex destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
|
|
int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack = -1);
|
|
bool makeCustomAction(BattleAction &ba);
|
|
void stackTurnTrigger(const CStack * stack);
|
|
void handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack); //checks if obstacle is land mine and handles possible consequences
|
|
void removeObstacle(const CObstacleInstance &obstacle);
|
|
bool queryReply( ui32 qid, ui32 answer, ui8 player );
|
|
bool hireHero( const CGObjectInstance *obj, ui8 hid, ui8 player );
|
|
bool buildBoat( ui32 objid );
|
|
bool setFormation( si32 hid, ui8 formation );
|
|
bool tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2);
|
|
bool sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count);
|
|
bool sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2);
|
|
bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID);
|
|
bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, ui32 slot);
|
|
bool assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo);
|
|
bool buyArtifact( ui32 hid, TArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
|
|
bool buyArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactID rid, TArtifactID aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
|
|
bool sellArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactInstanceID aid, TResource rid); //for artifact merchant selling
|
|
//void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
|
|
bool buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill);
|
|
bool garrisonSwap(si32 tid);
|
|
bool upgradeCreature( ui32 objid, ui8 pos, ui32 upgID );
|
|
bool recruitCreatures(si32 objid, ui32 crid, ui32 cram, si32 level);
|
|
bool buildStructure(si32 tid, si32 bid, bool force=false);//force - for events: no cost, no checkings
|
|
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, ui8 player);
|
|
void save(const std::string &fname);
|
|
void close();
|
|
void handleTimeEvents();
|
|
void handleTownEvents(CGTownInstance *town, NewTurn &n, std::map<si32, std::map<si32, si32> > &newCreas);
|
|
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);
|
|
bool castSpell(const CGHeroInstance *h, int spellID, const int3 &pos);
|
|
void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);
|
|
|
|
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 prepareNewQuery(Query * queryPack, ui8 player, const boost::function<void(ui32)> &callback = 0); //generates unique query id and writes it to the pack; blocks the player till query is answered (then callback is called)
|
|
void ask(Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback);
|
|
void sendToAllClients(CPackForClient * info);
|
|
void sendAndApply(CPackForClient * info);
|
|
void applyAndSend(CPackForClient * info);
|
|
void sendAndApply(CGarrisonOperationPack * info);
|
|
void sendAndApply(SetResource * info);
|
|
void sendAndApply(SetResources * info);
|
|
void sendAndApply(NewStructures * info);
|
|
|
|
void run(bool resume);
|
|
void newTurn();
|
|
void handleAttackBeforeCasting (const BattleAttack & bat);
|
|
void handleAfterAttackCasting (const BattleAttack & bat);
|
|
void attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker);
|
|
bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, int slot);
|
|
void spawnWanderingMonsters(int creatureID);
|
|
friend class CVCMIServer;
|
|
friend class CScriptCallback;
|
|
};
|
|
|
|
void makeStackDoNothing();
|