#pragma once #include "../global.h" #include #include "../CGameState.h" #include "../lib/Connection.h" #ifndef _MSC_VER #include #endif class CVCMIServer; class CGameState; //class CConnection; struct StartInfo; class CCPPObjectScript; class CScriptCallback; template struct CPack; class CGHeroInstance; class CGameHandler { CGameState *gs; std::set cppscripts; //C++ scripts //std::map > objscr; //non-C++ scripts CVCMIServer *s; std::map connections; //player color -> connection to clinet with interface of that player std::map states; //player color -> player state std::set conns; void handleCPPObjS(std::map * mapa, CCPPObjectScript * script); void changePrimSkill(int ID, int which, int val, bool abs=false); void moveStack(int stack, int dest); void startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2); //use hero=NULL for no hero public: CGameHandler(void); ~CGameHandler(void); void init(StartInfo *si, int Seed); void handleConnection(std::set players, CConnection &c); template void sendToAllClients(CPack * info) { for(std::set::iterator i=conns.begin(); i!=conns.end();i++) { (*i)->wmx->lock(); **i << info->getType() << *info->This(); (*i)->wmx->unlock(); } } template void sendAndApply(CPack * info) { gs->apply(info); sendToAllClients(info); } void run(); void newTurn(); friend class CVCMIServer; friend class CScriptCallback; };