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- #ifndef __CGAMEHANDLER_H__
- #define __CGAMEHANDLER_H__
- #include "../global.h"
- #include <set>
- #include "../client/FunctionList.h"
- #include "../CGameState.h"
- #include "../lib/Connection.h"
- #include "../lib/IGameCallback.h"
- #include <boost/function.hpp>
- #include <boost/thread.hpp>
- class CVCMIServer;
- class CGameState;
- struct StartInfo;
- class CCPPObjectScript;
- class CScriptCallback;
- struct BattleResult;
- struct BattleAttack;
- struct BattleStackAttacked;
- 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){};
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & makingTurn & engagedIntoBattle & queries;
- }
- };
- 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);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & players;
- }
- };
- class CGameHandler : public IGameCallback
- {
- 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 changeSecSkill(int ID, ui16 which, int val, bool abs=false);
- void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
- void moveStack(int stack, int dest);
- void startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb); //use hero=NULL for no hero
- void prepareAttack(BattleAttack &bat, CStack *att, CStack *def); //if last parameter is true, attack is by shooting, if false it's a melee attack
- void prepareAttacked(BattleStackAttacked &bsa, CStack *def);
- void checkForBattleEnd( std::vector<CStack*> &stacks );
- void setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 );
- public:
- CGameHandler(void);
- ~CGameHandler(void);
- //////////////////////////////////////////////////////////////////////////
- //from IGameCallback
- //get info
- int getOwner(int heroID);
- int getResource(int player, int which);
- int getSelectedHero();
- int getDate(int mode=0);
- const CGObjectInstance* getObj(int objid);
- const CGHeroInstance* getHero(int objid);
- const CGTownInstance* getTown(int objid);
- const CGHeroInstance* getSelectedHero(int player); //NULL if no hero is selected
- int getCurrentPlayer();
- //do sth
- void changeSpells(int hid, bool give, const std::set<ui32> &spells);
- void removeObject(int objid);
- void setBlockVis(int objid, bool bv);
- void setOwner(int objid, ui8 owner);
- void setHoverName(int objid, MetaString * name);
- void changePrimSkill(int ID, int which, int val, bool abs=false);
- void showInfoDialog(InfoWindow *iw);
- void showYesNoDialog(YesNoDialog *iw, const CFunctionList<void(ui32)> &callback);
- void showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback); //returns question id
- void giveResource(int player, int which, int val);
- void showCompInfo(ShowInInfobox * comp);
- void heroVisitCastle(int obj, int heroID);
- void stopHeroVisitCastle(int obj, int heroID);
- void giveHeroArtifact(int artid, int hid, int position); //pos==-1 - first free slot in backpack; pos==-2 - default if available or backpack
- void startBattleI(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb); //use hero=NULL for no hero
- void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb); //for hero<=>neutral army
- void setAmount(int objid, ui32 val);
- void moveHero(int hid, int3 pos, bool instant);
- //////////////////////////////////////////////////////////////////////////
- void init(StartInfo *si, int Seed);
- void handleConnection(std::set<int> players, CConnection &c);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & QID & gs & states;
- }
- 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 sendDataToClients(const T & data)
- {
- for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
- {
- (*i)->wmx->lock();
- **i << data;
- (*i)->wmx->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;
- };
- #endif // __CGAMEHANDLER_H__
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