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							- #ifndef __CLIENT_H__
 
- #define __CLIENT_H__
 
- #include "../global.h"
 
- #include <boost/thread.hpp>
 
- #include "../lib/IGameCallback.h"
 
- #include "../lib/CondSh.h"
 
- #include <queue>
 
- /*
 
-  * Client.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
 
-  *
 
-  */
 
- struct StartInfo;
 
- class CGameState;
 
- class CGameInterface;
 
- class CConnection;
 
- class CCallback;
 
- struct BattleAction;
 
- struct SharedMem;
 
- class CClient;
 
- struct CPathsInfo;
 
- void processCommand(const std::string &message, CClient *&client);
 
- class CClient : public IGameCallback
 
- {
 
- public:
 
- 	CCallback *cb;
 
- 	std::set<CCallback*> callbacks; //callbacks given to player interfaces
 
- 	std::map<ui8,CGameInterface *> playerint;
 
- 	bool hotSeat;
 
- 	CConnection *serv;
 
- 	SharedMem *shared;
 
- 	BattleAction *curbaction;
 
- 	CPathsInfo *pathInfo;
 
- 	CondSh<bool> waitingRequest;
 
- 	std::queue<CPack *> packs;
 
- 	boost::mutex packsM;
 
- 	void waitForMoveAndSend(int color);
 
- 	//void sendRequest(const CPackForServer *request, bool waitForRealization);
 
- 	CClient(void);
 
- 	CClient(CConnection *con, StartInfo *si);
 
- 	~CClient(void);
 
- 	void init();
 
- 	void newGame(CConnection *con, StartInfo *si); //con - connection to server
 
- 	void endGame();
 
- 	void save(const std::string & fname);
 
- 	void loadGame(const std::string & fname);
 
- 	void run();
 
- 	void stop();
 
- 	bool terminate;	// tell to terminate
 
- 	boost::thread *connectionHandler; //thread running run() method
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	//from IGameCallback
 
- 	int getCurrentPlayer();
 
- 	int getSelectedHero();
 
- 	//not working yet, will be implement somewhen later with support for local-sim-based gameplay
 
- 	void changeSpells(int hid, bool give, const std::set<ui32> &spells){};
 
- 	bool removeObject(int objid){return false;};
 
- 	void setBlockVis(int objid, bool bv){};
 
- 	void setOwner(int objid, ui8 owner){};
 
- 	void setHoverName(int objid, MetaString * name){};
 
- 	void setObjProperty(int objid, int prop, si64 val){};
 
- 	void changePrimSkill(int ID, int which, si64 val, bool abs=false){};
 
- 	void changeSecSkill(int ID, int which, int val, bool abs=false){}; 
 
- 	void showInfoDialog(InfoWindow *iw){};
 
- 	void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback){};
 
- 	ui32 showBlockingDialog(BlockingDialog *iw){return 0;}; //synchronous version of above
 
- 	void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb){};
 
- 	void showThievesGuildWindow(int requestingObjId){};
 
- 	void giveResource(int player, int which, int val){};
 
- 	void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures) {};
 
- 	void takeCreatures (int objid, TSlots creatures){};
 
- 	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=0; pos==-2 - default if available or backpack
 
- 	bool removeArtifact(int artid, int hid){return false;};
 
- 	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL){}; //use hero=NULL for no hero
 
- 	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false){}; //if any of armies is hero, hero will be used
 
- 	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false){}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
 
- 	void setAmount(int objid, ui32 val){};
 
- 	bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255){return false;};
 
- 	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 sendAndApply(CPackForClient * info){};
 
- 	void heroExchange(si32 hero1, si32 hero2){};
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	friend class CCallback; //handling players actions
 
- 	friend void processCommand(const std::string &message, CClient *&client); //handling console
 
- 	
 
- 	
 
- 	static void runServer(const char * portc);
 
- 	void waitForServer();
 
- 	CPack * retreivePack(); //gets from server next pack (allocates it with new)
 
- 	void handlePack( CPack * pack ); //applies the given pack and deletes it
 
- 	void updatePaths();
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	template <typename Handler> void serialize(Handler &h, const int version);
 
- };
 
- #endif // __CLIENT_H__
 
 
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