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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 "../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 showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback);
- ui32 showBlockingDialog(BlockingDialog *iw); //synchronous version of above
- 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;
- }
- ui32 getQueryResult(ui8 player, int queryID);
- 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__
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