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- #ifndef __CLIENT_H__
- #define __CLIENT_H__
- #include "../global.h"
- #include "../lib/IGameCallback.h"
- #include <queue>
- #include "../lib/CBattleCallback.h"
- /*
- * 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; }
- class CLoadFile;
- 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 IConnectionHandler
- {
- 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;
- BattleAction *curbaction;
- CPathsInfo *pathInfo;
- boost::mutex pathMx; //protects the variable above
- CScriptingModule *erm;
- 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 newDuel(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 runReplay(CLoadFile *f);
- 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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