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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
 
-  *
 
-  */
 
- class IGameEventsReceiver;
 
- class IBattleEventsReceiver;
 
- class CBattleGameInterface;
 
- struct StartInfo;
 
- class CGameState;
 
- class CGameInterface;
 
- class CConnection;
 
- class CCallback;
 
- struct BattleAction;
 
- struct SharedMem;
 
- class CClient;
 
- class CScriptingModule;
 
- struct CPathsInfo;
 
- namespace boost { class thread; }
 
- void processCommand(const std::string &message, CClient *&client);
 
- /// structure to handle running server and connecting to it
 
- class CServerHandler
 
- {
 
- private:
 
- 	void callServer(); //calls server via system(), should be called as thread
 
- public:
 
- 	timeHandler th;
 
- 	boost::thread *serverThread; //thread that called system to run server
 
- 	SharedMem *shared; //interprocess memory (for waiting for server)
 
- 	bool verbose; //whether to print log msgs
 
- 	std::string port; //port number in text form
 
- 	//functions setting up local server
 
- 	void startServer(); //creates a thread with callServer
 
- 	void waitForServer(); //waits till server is ready
 
- 	CConnection * connectToServer(); //connects to server
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	static CConnection * justConnectToServer(const std::string &host = "", const std::string &port = ""); //connects to given host without taking any other actions (like setting up server)
 
- 	CServerHandler(bool runServer = false);
 
- 	~CServerHandler();
 
- };
 
- /// Class which handles client - server logic
 
- class CClient : public IGameCallback
 
- {
 
- public:
 
- 	CCallback *cb;
 
- 	std::map<ui8,boost::shared_ptr<CCallback> > callbacks; //callbacks given to player interfaces
 
- 	std::vector<IGameEventsReceiver*> privilagedGameEventReceivers; //scripting modules, spectator interfaces
 
- 	std::vector<IBattleEventsReceiver*> privilagedBattleEventReceivers; //scripting modules, spectator interfaces
 
- 	std::map<ui8,CGameInterface *> playerint;
 
- 	std::map<ui8,CBattleGameInterface *> battleints;
 
- 	bool hotSeat;
 
- 	CConnection *serv;
 
- 	BattleAction *curbaction;
 
- 	CPathsInfo *pathInfo;
 
- 	boost::mutex pathMx; //protects the variable above
 
- 	CScriptingModule *erm;
 
- 	CondSh<int> 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 loadNeutralBattleAI();
 
- 	void endGame(bool closeConnection = true);
 
- 	void stopConnection();
 
- 	void save(const std::string & fname);
 
- 	void loadGame(const std::string & fname);
 
- 	void run();
 
- 	void finishCampaign( CCampaignState * camp );
 
- 	void proposeNextMission( CCampaignState * camp );
 
- 	void invalidatePaths(const CGHeroInstance *h = NULL); //invalidates paths for hero h or for any hero if h is NULL => they'll got recalculated when the next query comes
 
- 	void calculatePaths(const CGHeroInstance *h);
 
- 	void updatePaths(); //calls calculatePaths for same hero for which we previously calculated paths
 
- 	bool terminate;	// tell to terminate
 
- 	boost::thread *connectionHandler; //thread running run() method
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	virtual int getLocalPlayer() const OVERRIDE;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	//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) OVERRIDE {};
 
- 	bool removeObject(int objid) OVERRIDE {return false;};
 
- 	void setBlockVis(int objid, bool bv) OVERRIDE {};
 
- 	void setOwner(int objid, ui8 owner) OVERRIDE {};
 
- 	void setHoverName(int objid, MetaString * name) OVERRIDE {};
 
- 	void changePrimSkill(int ID, int which, si64 val, bool abs=false) OVERRIDE {};
 
- 	void changeSecSkill(int ID, int which, int val, bool abs=false) OVERRIDE {}; 
 
- 	void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback) OVERRIDE {};
 
- 	ui32 showBlockingDialog(BlockingDialog *iw) OVERRIDE {return 0;}; //synchronous version of above
 
- 	void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE {};
 
- 	void showThievesGuildWindow(int requestingObjId) OVERRIDE {};
 
- 	void giveResource(int player, int which, int val) OVERRIDE {};
 
- 	void giveCreatures(const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE {};
 
- 	void takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures) OVERRIDE {};
 
- 	bool changeStackType(const StackLocation &sl, CCreature *c) OVERRIDE {return false;};
 
- 	bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) OVERRIDE {return false;};
 
- 	bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE {return false;};
 
- 	bool eraseStack(const StackLocation &sl, bool forceRemoval = false){return false;};
 
- 	bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) OVERRIDE {return false;}
 
- 	bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE {return false;}
 
- 	void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) OVERRIDE {}
 
- 	bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) OVERRIDE {return false;}
 
- 	void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos) OVERRIDE {};
 
- 	void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, int pos) OVERRIDE {};
 
- 	void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) OVERRIDE {}; 
 
- 	void removeArtifact(const ArtifactLocation &al) OVERRIDE {};
 
- 	void moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) OVERRIDE {};
 
- 	void showCompInfo(ShowInInfobox * comp) OVERRIDE {};
 
- 	void heroVisitCastle(int obj, int heroID) OVERRIDE {};
 
- 	void stopHeroVisitCastle(int obj, int heroID) OVERRIDE {};
 
- 	//void giveHeroArtifact(int artid, int hid, int position){}; 
 
- 	//void giveNewArtifact(int hid, int position){};
 
- 	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) OVERRIDE {}; //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) OVERRIDE {}; //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) OVERRIDE {}; //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) OVERRIDE {};
 
- 	bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255) OVERRIDE {return false;};
 
- 	void giveHeroBonus(GiveBonus * bonus) OVERRIDE {};
 
- 	void setMovePoints(SetMovePoints * smp) OVERRIDE {};
 
- 	void setManaPoints(int hid, int val) OVERRIDE {};
 
- 	void giveHero(int id, int player) OVERRIDE {};
 
- 	void changeObjPos(int objid, int3 newPos, ui8 flags) OVERRIDE {};
 
- 	void sendAndApply(CPackForClient * info) OVERRIDE {};
 
- 	void heroExchange(si32 hero1, si32 hero2) OVERRIDE {};
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	friend class CCallback; //handling players actions
 
- 	friend class CBattleCallback; //handling players actions
 
- 	friend void processCommand(const std::string &message, CClient *&client); //handling console
 
- 	
 
- 	void handlePack( CPack * pack ); //applies the given pack and deletes it
 
- 	void battleStarted(const BattleInfo * info);
 
- 	void commenceTacticPhaseForInt(CBattleGameInterface *battleInt); //will be called as separate thread
 
- 	void commitPackage(CPackForClient *pack) OVERRIDE;
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	template <typename Handler> void serialize(Handler &h, const int version);
 
- };
 
- #endif // __CLIENT_H__
 
 
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