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308 lines
16 KiB
C++
308 lines
16 KiB
C++
#pragma once
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#include "../lib/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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#include "CQuery.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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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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class ServerSpellCastEnvironment;
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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;
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PlayerStatus():makingTurn(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;
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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<PlayerColor,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(PlayerColor player);
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PlayerStatus operator[](PlayerColor player);
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bool checkFlag(PlayerColor player, bool PlayerStatus::*flag);
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void setFlag(PlayerColor player, bool PlayerStatus::*flag, bool val);
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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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typedef std::map<CreatureID, TQuantity> TSummoned;
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enum {ERASE = -1};
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const CArmedInstance * army;
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std::vector<TStackAndItsNewCount> newStackCounts;
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std::vector<ArtifactLocation> removedWarMachines;
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TSummoned summoned;
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ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
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CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat);
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void updateArmy(CGameHandler *gh);
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};
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class CGameHandler : public IGameCallback, CBattleInfoCallback
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{
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public:
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//use enums as parameters, because doMove(sth, true, false, true) is not readable
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enum EGuardLook {CHECK_FOR_GUARDS, IGNORE_GUARDS};
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enum EVisitDest {VISIT_DEST, DONT_VISIT_DEST};
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enum ELEaveTile {LEAVING_TILE, REMAINING_ON_TILE};
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CVCMIServer *s;
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std::map<PlayerColor, 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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Queries queries;
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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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bool isValidObject(const CGObjectInstance *obj) const;
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bool isBlockedByQueries(const CPack *pack, PlayerColor player);
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bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);
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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 runBattle();
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////used only in endBattle - don't touch elsewhere
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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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void duelFinished();
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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, PlayerColor owner) 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) override;
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void showTeleportDialog(TeleportDialog *iw) override;
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void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) override;
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void showThievesGuildWindow(PlayerColor player, ObjectInstanceID requestingObjId) override;
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void giveResource(PlayerColor player, Res::ERes which, int val) override;
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void giveResources(PlayerColor player, TResources resources) 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, const 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 removeAfterVisit(const CGObjectInstance *object) 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 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
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, 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, 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
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void setAmount(ObjectInstanceID objid, ui32 val) override;
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bool moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit = false, PlayerColor asker = PlayerColor::NEUTRAL) 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, PlayerColor 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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void changeFogOfWar(int3 center, ui32 radius, PlayerColor player, bool hide) override;
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void changeFogOfWar(std::unordered_set<int3, ShashInt3> &tiles, PlayerColor player, bool hide) override;
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bool isVisitCoveredByAnotherQuery(const CGObjectInstance *obj, const CGHeroInstance *hero) 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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void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
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bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL);
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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 expGiven(const CGHeroInstance *hero); //triggers needed level-ups, handles also commander of this hero
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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<PlayerColor> players, CConnection &c);
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PlayerColor getPlayerAt(CConnection *c) const;
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void playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj);
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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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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( QueryID qid, ui32 answer, PlayerColor player );
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bool hireHero( const CGObjectInstance *obj, ui8 hid, PlayerColor 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, PlayerColor 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, PlayerColor player, Res::ERes r1, PlayerColor 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, ObjectInstanceID dst, 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, PlayerColor 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);
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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 objectVisitEnded(const CObjectVisitQuery &query);
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void engageIntoBattle( PlayerColor 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 & finishingBattle;
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}
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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 sendToAllClients(CPackForClient * info);
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void sendAndApply(CPackForClient * info) override;
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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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struct FinishingBattleHelper
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{
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FinishingBattleHelper();
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FinishingBattleHelper(shared_ptr<const CBattleQuery> Query, bool Duel, int RemainingBattleQueriesCount);
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//shared_ptr<const CBattleQuery> query;
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const CGHeroInstance *winnerHero, *loserHero;
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PlayerColor victor, loser;
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bool duel;
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int remainingBattleQueriesCount;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & /*query & */winnerHero & loserHero & victor & loser & duel & remainingBattleQueriesCount;
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}
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};
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unique_ptr<FinishingBattleHelper> finishingBattle;
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void battleAfterLevelUp(const BattleResult &result);
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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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private:
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ServerSpellCastEnvironment * spellEnv;
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std::list<PlayerColor> generatePlayerTurnOrder() const;
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void makeStackDoNothing(const CStack * next);
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void getVictoryLossMessage(PlayerColor player, const EVictoryLossCheckResult & victoryLossCheckResult, InfoWindow & out) const;
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// Check for victory and loss conditions
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void checkVictoryLossConditionsForPlayer(PlayerColor player);
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void checkVictoryLossConditions(const std::set<PlayerColor> & playerColors);
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void checkVictoryLossConditionsForAll();
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};
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void makeStackDoNothing();
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