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							- /*
 
-  * TurnOrderProcessor.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
 
-  *
 
-  */
 
- #pragma once
 
- #include "../../lib/GameConstants.h"
 
- class CGameHandler;
 
- class TurnOrderProcessor : boost::noncopyable
 
- {
 
- 	CGameHandler * gameHandler;
 
- 	std::set<PlayerColor> awaitingPlayers;
 
- 	std::set<PlayerColor> actingPlayers;
 
- 	std::set<PlayerColor> actedPlayers;
 
- 	/// Returns true if waiting player can act alongside with currently acting player
 
- 	bool canActSimultaneously(PlayerColor active, PlayerColor waiting) const;
 
- 	/// Returns true if left player must act before right player
 
- 	bool mustActBefore(PlayerColor left, PlayerColor right) const;
 
- 	/// Returns true if player is ready to start turn
 
- 	bool canStartTurn(PlayerColor which) const;
 
- 	/// Starts turn for all players that can start turn
 
- 	void tryStartTurnsForPlayers();
 
- 	void doStartNewDay();
 
- 	void doStartPlayerTurn(PlayerColor which);
 
- 	void doEndPlayerTurn(PlayerColor which);
 
- 	bool isPlayerAwaitsTurn(PlayerColor which) const;
 
- 	bool isPlayerMakingTurn(PlayerColor which) const;
 
- 	bool isPlayerAwaitsNewDay(PlayerColor which) const;
 
- public:
 
- 	TurnOrderProcessor(CGameHandler * owner);
 
- 	/// Add new player to handle (e.g. on game start)
 
- 	void addPlayer(PlayerColor which);
 
- 	/// NetPack call-in
 
- 	bool onPlayerEndsTurn(PlayerColor which);
 
- 	/// Ends player turn and removes this player from turn order
 
- 	void onPlayerEndsGame(PlayerColor which);
 
- 	/// Start game (or resume from save) and send PlayerStartsTurn pack to player(s)
 
- 	void onGameStarted();
 
- 	template<typename Handler>
 
- 	void serialize(Handler & h, const int version)
 
- 	{
 
- 		h & awaitingPlayers;
 
- 		h & actingPlayers;
 
- 		h & actedPlayers;
 
- 	}
 
- };
 
 
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