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vcmi/server/CGameHandler.h

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2008-12-26 03:46:53 +02:00
#ifndef __CGAMEHANDLER_H__
#define __CGAMEHANDLER_H__
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#include "../global.h"
#include <set>
#include "../client/FunctionList.h"
#include "../CGameState.h"
#include "../lib/Connection.h"
#include "../lib/IGameCallback.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;
template <typename T> struct CPack;
template <typename T> 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
{
static ui32 QID;
CGameState *gs;
//std::set<CCPPObjectScript *> cppscripts; //C++ scripts
//std::map<int, std::map<std::string, CObjectScript*> > objscr; //non-C++ scripts
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 changeSecSkill(int ID, ui16 which, int val, bool abs=false);
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 );
public:
CGameHandler(void);
~CGameHandler(void);
//////////////////////////////////////////////////////////////////////////
//from IGameCallback
//get info
int getOwner(int heroID);
int getResource(int player, int which);
int getSelectedHero();
int getDate(int mode=0);
const CGObjectInstance* getObj(int objid);
const CGHeroInstance* getHero(int objid);
const CGTownInstance* getTown(int objid);
const CGHeroInstance* getSelectedHero(int player); //NULL if no hero is selected
int getCurrentPlayer();
//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 changePrimSkill(int ID, int which, int val, bool abs=false);
void showInfoDialog(InfoWindow *iw);
void showYesNoDialog(YesNoDialog *iw, const CFunctionList<void(ui32)> &callback);
void showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback); //returns question id
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 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(int hid, int3 pos, bool instant);
//////////////////////////////////////////////////////////////////////////
void init(StartInfo *si, int Seed);
void handleConnection(std::set<int> players, CConnection &c);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & QID & gs & states;
}
template <typename T> void applyAndAsk(Query<T> * sel, ui8 player, boost::function<void(ui32)> &callback)
{
gsm.lock();
sel->id = QID;
callbacks[QID] = callback;
states.addQuery(player,QID);
QID++;
sendAndApply(sel);
gsm.unlock();
}
template <typename T> void ask(Query<T> * sel, ui8 player, const CFunctionList<void(ui32)> &callback)
{
gsm.lock();
sel->id = QID;
callbacks[QID] = callback;
states.addQuery(player,QID);
sendToAllClients(sel);
QID++;
gsm.unlock();
}
template <typename T>void sendDataToClients(const T & data)
{
for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
{
(*i)->wmx->lock();
**i << data;
(*i)->wmx->unlock();
}
}
template <typename T>void sendToAllClients(CPack<T> * info)
{
for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
{
(*i)->wmx->lock();
**i << info->getType() << *info->This();
(*i)->wmx->unlock();
}
}
template <typename T>void sendAndApply(CPack<T> * info)
{
gs->apply(info);
sendToAllClients(info);
}
void run();
void newTurn();
friend class CVCMIServer;
friend class CScriptCallback;
};
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#endif // __CGAMEHANDLER_H__