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- #pragma once
- #include "../global.h"
- #include <set>
- #include "../client/FunctionList.h"
- #include "../CGameState.h"
- #include "../lib/Connection.h"
- #include <boost/function.hpp>
- #include <boost/thread.hpp>
- class CVCMIServer;
- class CGameState;
- struct StartInfo;
- class CCPPObjectScript;
- class CScriptCallback;
- template <typename T> struct CPack;
- template <typename T> struct Query;
- class CGHeroInstance;
- 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){};
- };
- class PlayerStatuses
- {
- public:
- std::map<ui8,PlayerStatus> players;
- boost::mutex mx;
- boost::condition_variable cv; //notifies when any changes are made
- void addPlayer(ui8 player);
- PlayerStatus operator[](ui8 player);
- bool hasQueries(ui8 player);
- bool checkFlag(ui8 player, bool PlayerStatus::*flag);
- void setFlag(ui8 player, bool PlayerStatus::*flag, bool val);
- void addQuery(ui8 player, ui32 id);
- void removeQuery(ui8 player, ui32 id);
- };
- class CGameHandler
- {
- static ui32 QID;
- CGameState *gs;
- std::set<CCPPObjectScript *> cppscripts; //C++ scripts
- //std::map<int, std::map<std::string, CObjectScript*> > objscr; //non-C++ scripts
- CVCMIServer *s;
- std::map<int,CConnection*> connections; //player color -> connection to clinet with interface of that player
- PlayerStatuses states; //player color -> player state
- std::set<CConnection*> conns;
- void handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script);
- void changePrimSkill(int ID, int which, int val, bool abs=false);
- void changeSecSkill(int ID, ui16 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
- void setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 );
- public:
- CGameHandler(void);
- ~CGameHandler(void);
- void init(StartInfo *si, int Seed);
- void handleConnection(std::set<int> players, CConnection &c);
- template <typename T> void applyAndAsk(Query<T> * sel, ui8 player, boost::function<void(ui32)> &callback)
- {
- gsm.lock();
- sel->id = QID;
- callbacks[QID] = callback;
- states.addQuery(player,QID);
- QID++;
- sendAndApply(sel);
- gsm.unlock();
- }
- template <typename T> void ask(Query<T> * sel, ui8 player, const CFunctionList<void(ui32)> &callback)
- {
- gsm.lock();
- sel->id = QID;
- callbacks[QID] = callback;
- states.addQuery(player,QID);
- sendToAllClients(sel);
- QID++;
- gsm.unlock();
- }
- template <typename T>void sendToAllClients(CPack<T> * info)
- {
- for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
- {
- (*i)->wmx->lock();
- **i << info->getType() << *info->This();
- (*i)->wmx->unlock();
- }
- }
- template <typename T>void sendAndApply(CPack<T> * info)
- {
- gs->apply(info);
- sendToAllClients(info);
- }
- void run();
- void newTurn();
- friend class CVCMIServer;
- friend class CScriptCallback;
- };
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