| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159 | 
							- #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 "../lib/BattleAction.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;
 
- struct CPack;
 
- 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
 
- {
 
- public:
 
- 	static ui32 QID;
 
- 	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 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 );
 
- 	CGameHandler(void);
 
- 	~CGameHandler(void);
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	//from IGameCallback
 
- 	//get info
 
- 	int getCurrentPlayer();
 
- 	int getSelectedHero();
 
- 	//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 setObjProperty(int objid, int prop, int val);
 
- 	void changePrimSkill(int ID, int which, int val, bool abs=false);
 
- 	void changeSecSkill(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 moveArtifact(int hid, int oldPosition, int destPos);
 
- 	void removeArtifact(int hid, int pos);
 
- 	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(si32 hid, int3 dst, ui8 instant, ui8 asker = 255);
 
- 	void giveHeroBonus(GiveBonus * bonus);
 
- 	void setMovePoints(SetMovePoints * smp);
 
- 	void setManaPoints(int hid, int val);
 
- 	void giveHero(int id, int player);
 
- 	void changeObjPos(int objid, int3 newPos, ui8 flags);
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	void init(StartInfo *si, int Seed);
 
- 	void handleConnection(std::set<int> players, CConnection &c);
 
- 	int getPlayerAt(CConnection *c) const;
 
- 	void playerMessage( ui8 player, const std::string &message);
 
- 	void makeBattleAction(BattleAction &ba);
 
- 	void makeCustomAction(BattleAction &ba);
 
- 	void queryReply( ui32 qid, ui32 answer );
 
- 	void hireHero( ui32 tid, ui8 hid );
 
- 	void setFormation( si32 hid, ui8 formation );
 
- 	void tradeResources( ui32 val, ui8 player, ui32 id1, ui32 id2 );
 
- 	void buyArtifact( ui32 hid, si32 aid );
 
- 	void swapArtifacts( si32 hid1, si32 hid2, ui16 slot1, ui16 slot2 );
 
- 	void garrisonSwap(si32 tid);
 
- 	void upgradeCreature( ui32 objid, ui8 pos, ui32 upgID );
 
- 	void recruitCreatures(si32 objid, ui32 crid, ui32 cram);
 
- 	void buildStructure(si32 tid, si32 bid);
 
- 	void disbandCreature( si32 id, ui8 pos );
 
- 	void arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val );
 
- 	void save(const std::string &fname);
 
- 	void close();
 
- 	void handleTimeEvents();
 
- 	bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
 
- 	template <typename Handler> void serialize(Handler &h, const int version)
 
- 	{
 
- 		h & QID & states;
 
- 	}
 
- 	void sendMessageToAll(const std::string &message);
 
- 	void sendMessageTo(CConnection &c, const std::string &message);
 
- 	void applyAndAsk(Query * sel, ui8 player, boost::function<void(ui32)> &callback);
 
- 	void ask(Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback);
 
- 	void sendToAllClients(CPackForClient * info);
 
- 	void sendAndApply(CPackForClient * info);
 
- 	void run(bool resume);
 
- 	void newTurn();
 
- 	friend class CVCMIServer;
 
- 	friend class CScriptCallback;
 
- };
 
- #endif // __CGAMEHANDLER_H__
 
 
  |