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vcmi/server/CGameHandler.h
Ivan Savenko aa0433228a Fixed cheats - sendMesssage will also pass current object.
Workaround-ish but should work. Branch should be fixed now.
2014-09-21 20:35:53 +03:00

302 lines
16 KiB
C++

#pragma once
#include "../lib/FunctionList.h"
#include "../lib/CGameState.h"
#include "../lib/Connection.h"
#include "../lib/IGameCallback.h"
#include "../lib/BattleAction.h"
#include "../lib/NetPacks.h"
#include "CQuery.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;
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;
PlayerStatus():makingTurn(false){};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & makingTurn;
}
};
class PlayerStatuses
{
public:
std::map<PlayerColor,PlayerStatus> players;
boost::mutex mx;
boost::condition_variable cv; //notifies when any changes are made
void addPlayer(PlayerColor player);
PlayerStatus operator[](PlayerColor player);
bool checkFlag(PlayerColor player, bool PlayerStatus::*flag);
void setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val);
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;
std::vector<ArtifactLocation> removedWarMachines;
ObjectInstanceID heroWithDeadCommander; //TODO: unify stack loactions
CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat);
void takeFromArmy(CGameHandler *gh);
};
class CGameHandler : public IGameCallback, CBattleInfoCallback
{
public:
//use enums as parameters, because doMove(sth, true, false, true) is not readable
enum EGuardLook {CHECK_FOR_GUARDS, IGNORE_GUARDS};
enum EVisitDest {VISIT_DEST, DONT_VISIT_DEST};
enum ELEaveTile {LEAVING_TILE, REMAINING_ON_TILE};
CVCMIServer *s;
std::map<PlayerColor, 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;
Queries queries;
//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
bool isValidObject(const CGObjectInstance *obj) const;
bool isBlockedByQueries(const CPack *pack, PlayerColor player);
bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);
void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
int moveStack(int stack, BattleHex dest); //returned value - travelled distance
void runBattle();
////used only in endBattle - don't touch elsewhere
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(BattleResult::EResult resultType, int victoriusSide);
void duelFinished();
CGameHandler(void);
~CGameHandler(void);
//////////////////////////////////////////////////////////////////////////
//from IGameCallback
//do sth
void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) override;
bool removeObject(const CGObjectInstance * obj) override;
void setBlockVis(ObjectInstanceID objid, bool bv) override;
void setOwner(const CGObjectInstance * obj, PlayerColor owner) override;
void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) override;
void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) override;
//void showInfoDialog(InfoWindow *iw) override;
void showBlockingDialog(BlockingDialog *iw) override;
void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override;
void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override;
void giveResource(PlayerColor player, Res::ERes which, int val) override;
void giveResources(PlayerColor player, TResources resources) override;
void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) override;
void takeCreatures(ObjectInstanceID 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 removeAfterVisit(const CGObjectInstance *object) override;
void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) override;
void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition 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 synchronizeArtifactHandlerLists() override;
void showCompInfo(ShowInInfobox * comp) override;
void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override;
//bool removeArtifact(const CArtifact* art, int hid) override;
void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override; //use hero=nullptr for no hero
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override; //if any of armies is hero, hero will be used
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, 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, std::function<void(BattleResult*)> cb) override; //for hero<=>neutral army
void setAmount(ObjectInstanceID objid, ui32 val) override;
bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, PlayerColor asker = PlayerColor::NEUTRAL) override;
void giveHeroBonus(GiveBonus * bonus) override;
void setMovePoints(SetMovePoints * smp) override;
void setManaPoints(ObjectInstanceID hid, int val) override;
void giveHero(ObjectInstanceID id, PlayerColor player) override;
void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) override;
void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) override;
void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override;
void changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide) override;
bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) override;
//////////////////////////////////////////////////////////////////////////
void useScholarSkill(ObjectInstanceID hero1, ObjectInstanceID hero2);
void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL);
void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
void levelUpHero(const CGHeroInstance * hero);//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 expGiven(const CGHeroInstance *hero); //triggers needed level-ups, handles also commander of this hero
//////////////////////////////////////////////////////////////////////////
void commitPackage(CPackForClient *pack) override;
void init(StartInfo *si);
void handleConnection(std::set<PlayerColor> players, CConnection &c);
PlayerColor getPlayerAt(CConnection *c) const;
void playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj);
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(SpellID spellID, int spellLvl, BattleHex destination, ui8 casterSide, PlayerColor 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( QueryID qid, ui32 answer, PlayerColor player );
bool hireHero( const CGObjectInstance *obj, ui8 hid, PlayerColor player );
bool buildBoat( ObjectInstanceID objid );
bool setFormation( ObjectInstanceID hid, ui8 formation );
bool tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2);
bool sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count);
bool sendResources(ui32 val, PlayerColor player, Res::ERes r1, PlayerColor r2);
bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID);
bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot);
bool assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
bool buyArtifact( ObjectInstanceID hid, ArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
bool buyArtifact( const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
bool sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes 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, SecondarySkill skill);
bool garrisonSwap(ObjectInstanceID tid);
bool upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID );
bool recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst, CreatureID crid, ui32 cram, si32 level);
bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
bool razeStructure(ObjectInstanceID tid, BuildingID bid);
bool disbandCreature( ObjectInstanceID id, SlotID pos );
bool arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, PlayerColor player);
void save(const std::string &fname);
void close();
void handleTimeEvents();
void handleTownEvents(CGTownInstance *town, NewTurn &n);
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 objectVisitEnded(const CObjectVisitQuery &query);
void engageIntoBattle( PlayerColor player );
bool dig(const CGHeroInstance *h);
bool castSpell(const CGHeroInstance *h, SpellID 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 & finishingBattle;
}
void sendMessageToAll(const std::string &message);
void sendMessageTo(CConnection &c, const std::string &message);
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);
struct FinishingBattleHelper
{
FinishingBattleHelper();
FinishingBattleHelper(shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount);
//shared_ptr<const CBattleQuery> query;
const CGHeroInstance *winnerHero, *loserHero;
PlayerColor victor, loser;
bool duel;
int remainingBattleQueriesCount;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & /*query & */winnerHero & loserHero & victor & loser & duel & remainingBattleQueriesCount;
}
};
unique_ptr<FinishingBattleHelper> finishingBattle;
void battleAfterLevelUp(const BattleResult &result);
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, ArtifactPosition slot);
void spawnWanderingMonsters(CreatureID creatureID);
friend class CVCMIServer;
private:
std::list<PlayerColor> generatePlayerTurnOrder() const;
void makeStackDoNothing(const CStack * next);
void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
// Check for victory and loss conditions
void checkVictoryLossConditionsForPlayer(PlayerColor player);
void checkVictoryLossConditions(const std::set<PlayerColor> & playerColors);
void checkVictoryLossConditionsForAll();
};
void makeStackDoNothing();