mirror of
https://github.com/vcmi/vcmi.git
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d45a554fec
Desync detection upon loading. Fixed many desyncs. (more remain) Monsters won't have creature count 0 even if that is set as creature properties.
272 lines
16 KiB
C++
272 lines
16 KiB
C++
#pragma once
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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 "../lib/NetPacks.h"
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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 CGameHandler;
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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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class IMarket;
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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<TPlayerColor,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(TPlayerColor player);
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PlayerStatus operator[](TPlayerColor player);
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int getQueriesCount(TPlayerColor player); //returns 0 if there is no such player
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bool checkFlag(TPlayerColor player, bool PlayerStatus::*flag);
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void setFlag(TPlayerColor player, bool PlayerStatus::*flag, bool val);
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void addQuery(TPlayerColor player, ui32 id);
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void removeQuery(TPlayerColor 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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struct CasualtiesAfterBattle
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{
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typedef std::pair<StackLocation, int> TStackAndItsNewCount;
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enum {ERASE = -1};
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std::vector<TStackAndItsNewCount> newStackCounts;
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ObjectInstanceID heroWithDeadCommander; //TODO: unify stack loactions
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CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat);
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void takeFromArmy(CGameHandler *gh);
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};
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class CGameHandler : public IGameCallback, CBattleInfoCallback
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{
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private:
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void makeStackDoNothing(const CStack * next);
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bool isAllowedExchangeForQuery(ObjectInstanceID id1, ObjectInstanceID id2);
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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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//TODO get rid of cfunctionlist (or similar) and use serialziable callback structure
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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, std::pair<ObjectInstanceID, ObjectInstanceID> > allowedExchanges;
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bool isBlockedByQueries(const CPack *pack, int packType, TPlayerColor player);
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bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);
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bool isAllowedArrangePack(const ArrangeStacks *pack);
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void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
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int moveStack(int stack, BattleHex dest); //returned value - travelled distance
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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
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void runBattle();
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void checkLossVictory(TPlayerColor 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(TPlayerColor player, si8 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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bool visitObjectAfterVictory;
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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, int targetHex); //distance - number of hexes travelled before attacking
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void applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary); //damage, drain life & fire shield
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void checkForBattleEnd();
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void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
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void setBattleResult(BattleResult::EResult resultType, int victoriusSide);
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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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//do sth
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void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) OVERRIDE;
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bool removeObject(const CGObjectInstance * obj) OVERRIDE;
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void setBlockVis(ObjectInstanceID objid, bool bv) OVERRIDE;
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void setOwner(const CGObjectInstance * obj, TPlayerColor owner) OVERRIDE;
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void setHoverName(const CGObjectInstance * objid, MetaString * name) OVERRIDE;
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void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) OVERRIDE;
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void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) OVERRIDE;
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//void showInfoDialog(InfoWindow *iw) OVERRIDE;
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void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback) OVERRIDE;
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ui32 showBlockingDialog(BlockingDialog *iw) OVERRIDE; //synchronous version of above
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void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE;
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void showThievesGuildWindow(TPlayerColor player, ObjectInstanceID requestingObjId) OVERRIDE;
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void giveResource(TPlayerColor player, Res::ERes which, int val) OVERRIDE;
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void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE;
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void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) OVERRIDE;
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bool changeStackType(const StackLocation &sl, CCreature *c) OVERRIDE;
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bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) OVERRIDE;
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bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE;
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bool eraseStack(const StackLocation &sl, bool forceRemoval = false) OVERRIDE;
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bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) OVERRIDE;
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bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE;
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void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) OVERRIDE;
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bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) OVERRIDE;
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void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, ArtifactPosition pos) OVERRIDE;
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void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, ArtifactPosition pos) OVERRIDE;
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void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) OVERRIDE;
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void removeArtifact(const ArtifactLocation &al) OVERRIDE;
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bool moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) OVERRIDE;
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void synchronizeArtifactHandlerLists() OVERRIDE;
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void showCompInfo(ShowInInfobox * comp) OVERRIDE;
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void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) OVERRIDE;
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void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) OVERRIDE;
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//bool removeArtifact(const CArtifact* art, int hid) OVERRIDE;
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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) OVERRIDE; //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) OVERRIDE; //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) 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
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void setAmount(ObjectInstanceID objid, ui32 val) OVERRIDE;
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bool moveHero(ObjectInstanceID hid, int3 dst, ui8 instant, TPlayerColor asker = GameConstants::NEUTRAL_PLAYER) OVERRIDE;
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void giveHeroBonus(GiveBonus * bonus) OVERRIDE;
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void setMovePoints(SetMovePoints * smp) OVERRIDE;
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void setManaPoints(ObjectInstanceID hid, int val) OVERRIDE;
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void giveHero(ObjectInstanceID id, TPlayerColor player) OVERRIDE;
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void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) OVERRIDE;
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void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) OVERRIDE;
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//////////////////////////////////////////////////////////////////////////
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void useScholarSkill(ObjectInstanceID hero1, ObjectInstanceID hero2);
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void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
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bool tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h);
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void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
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bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, TPlayerColor asker = GameConstants::NEUTRAL_PLAYER);
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void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
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void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
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void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them
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void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
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void levelUpCommander (const CCommanderInstance * c);
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void afterBattleCallback(); // called after level-ups are finished
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//////////////////////////////////////////////////////////////////////////
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void commitPackage(CPackForClient *pack) OVERRIDE;
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void init(StartInfo *si);
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void handleConnection(std::set<int> players, CConnection &c);
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TPlayerColor getPlayerAt(CConnection *c) const;
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void playerMessage( TPlayerColor player, const std::string &message);
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bool makeBattleAction(BattleAction &ba);
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bool makeAutomaticAction(const CStack *stack, BattleAction &ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
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void handleSpellCasting(SpellID spellID, int spellLvl, BattleHex destination, ui8 casterSide, TPlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
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int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack = -1);
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bool makeCustomAction(BattleAction &ba);
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void stackTurnTrigger(const CStack * stack);
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void handleDamageFromObstacle(const CObstacleInstance &obstacle, const CStack * curStack); //checks if obstacle is land mine and handles possible consequences
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void removeObstacle(const CObstacleInstance &obstacle);
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bool queryReply( ui32 qid, ui32 answer, TPlayerColor player );
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bool hireHero( const CGObjectInstance *obj, ui8 hid, TPlayerColor player );
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bool buildBoat( ObjectInstanceID objid );
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bool setFormation( ObjectInstanceID hid, ui8 formation );
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bool tradeResources(const IMarket *market, ui32 val, TPlayerColor player, ui32 id1, ui32 id2);
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bool sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, SlotID slot, ui32 count);
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bool sendResources(ui32 val, TPlayerColor player, Res::ERes r1, TPlayerColor r2);
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bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, SlotID slot, Res::ERes resourceID);
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bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, SlotID slot);
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bool assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ArtifactID assembleTo);
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bool buyArtifact( ObjectInstanceID hid, ArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
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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
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bool sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid); //for artifact merchant selling
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//void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
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bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill);
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bool garrisonSwap(ObjectInstanceID tid);
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bool upgradeCreature( ObjectInstanceID objid, SlotID pos, CreatureID upgID );
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bool recruitCreatures(ObjectInstanceID objid, CreatureID crid, ui32 cram, si32 level);
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bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
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bool razeStructure(ObjectInstanceID tid, BuildingID bid);
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bool disbandCreature( ObjectInstanceID id, SlotID pos );
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bool arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, SlotID p1, SlotID p2, si32 val, TPlayerColor player);
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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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void handleTownEvents(CGTownInstance *town, NewTurn &n, std::map<ObjectInstanceID, std::map<si32, si32> > &newCreas);
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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( TPlayerColor player );
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bool dig(const CGHeroInstance *h);
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bool castSpell(const CGHeroInstance *h, SpellID spellID, const int3 &pos);
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void moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging);
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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(TPlayerColor 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, TPlayerColor player, boost::function<void(ui32)> &callback);
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void prepareNewQuery(Query * queryPack, TPlayerColor 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)
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void ask(Query * sel, TPlayerColor 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 applyAndSend(CPackForClient * info);
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void sendAndApply(CGarrisonOperationPack * 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 handleAttackBeforeCasting (const BattleAttack & bat);
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void handleAfterAttackCasting (const BattleAttack & bat);
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void attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker);
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bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ArtifactPosition slot);
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void spawnWanderingMonsters(CreatureID creatureID);
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friend class CVCMIServer;
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friend class CScriptCallback;
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};
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void makeStackDoNothing();
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