2008-07-01 11:01:02 +03:00
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#pragma once
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2008-07-25 20:28:28 +03:00
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#include "../global.h"
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#include <set>
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2008-08-22 15:21:09 +03:00
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#include "../client/FunctionList.h"
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2008-08-04 12:05:52 +03:00
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#include "../CGameState.h"
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#include "../lib/Connection.h"
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2008-08-13 03:44:31 +03:00
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#include <boost/function.hpp>
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#include <boost/thread.hpp>
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2008-07-25 20:28:28 +03:00
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class CVCMIServer;
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class CGameState;
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struct StartInfo;
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class CCPPObjectScript;
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class CScriptCallback;
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template <typename T> struct CPack;
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template <typename T> struct Query;
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class CGHeroInstance;
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extern std::map<ui32, CFunctionList<void(ui32)> > callbacks; //question id => callback functions - for selection dialogs
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extern boost::mutex gsm;
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struct PlayerStatus
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{
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bool makingTurn, engagedIntoBattle;
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std::set<ui32> queries;
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PlayerStatus():makingTurn(false),engagedIntoBattle(false){};
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};
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class PlayerStatuses
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{
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public:
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std::map<ui8,PlayerStatus> players;
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boost::mutex mx;
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boost::condition_variable cv; //notifies when any changes are made
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void addPlayer(ui8 player);
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PlayerStatus operator[](ui8 player);
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bool hasQueries(ui8 player);
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bool checkFlag(ui8 player, bool PlayerStatus::*flag);
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void setFlag(ui8 player, bool PlayerStatus::*flag, bool val);
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void addQuery(ui8 player, ui32 id);
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void removeQuery(ui8 player, ui32 id);
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};
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class CGameHandler
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{
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static ui32 QID;
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CGameState *gs;
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std::set<CCPPObjectScript *> cppscripts; //C++ scripts
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//std::map<int, std::map<std::string, CObjectScript*> > objscr; //non-C++ scripts
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CVCMIServer *s;
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std::map<int,CConnection*> connections; //player color -> connection to clinet with interface of that player
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PlayerStatuses states; //player color -> player state
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std::set<CConnection*> conns;
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void handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script);
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void changePrimSkill(int ID, int which, int val, bool abs=false);
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void changeSecSkill(int ID, ui16 which, int val, bool abs=false);
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void moveStack(int stack, int dest);
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void startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2); //use hero=NULL for no hero
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void setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 );
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public:
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CGameHandler(void);
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~CGameHandler(void);
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void init(StartInfo *si, int Seed);
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void handleConnection(std::set<int> players, CConnection &c);
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template <typename T> void applyAndAsk(Query<T> * sel, ui8 player, boost::function<void(ui32)> &callback)
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{
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gsm.lock();
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sel->id = QID;
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callbacks[QID] = callback;
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states.addQuery(player,QID);
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QID++;
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sendAndApply(sel);
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gsm.unlock();
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}
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template <typename T> void ask(Query<T> * sel, ui8 player, const CFunctionList<void(ui32)> &callback)
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{
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gsm.lock();
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sel->id = QID;
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callbacks[QID] = callback;
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states.addQuery(player,QID);
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sendToAllClients(sel);
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QID++;
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gsm.unlock();
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}
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template <typename T>void sendToAllClients(CPack<T> * info)
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{
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for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
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{
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(*i)->wmx->lock();
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**i << info->getType() << *info->This();
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(*i)->wmx->unlock();
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}
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}
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template <typename T>void sendAndApply(CPack<T> * info)
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{
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gs->apply(info);
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sendToAllClients(info);
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}
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void run();
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void newTurn();
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friend class CVCMIServer;
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2008-07-30 20:51:19 +03:00
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friend class CScriptCallback;
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2008-07-01 11:01:02 +03:00
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};
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