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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 <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 ;
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 ;
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void sendMessageTo ( CConnection & c , std : : string message ) ;
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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 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 ) ;
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void changeSecSkill ( int ID , int which , int val , bool abs = false ) ;
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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 ) ;
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void giveHeroBonus ( GiveBonus * bonus ) ;
void setMovePoints ( SetMovePoints * smp ) ;
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//////////////////////////////////////////////////////////////////////////
void init ( StartInfo * si , int Seed ) ;
void handleConnection ( std : : set < int > players , CConnection & c ) ;
template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & QID & states ;
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}
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 ) ;
}
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void run ( bool resume ) ;
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void newTurn ( ) ;
friend class CVCMIServer ;
friend class CScriptCallback ;
} ;
# endif // __CGAMEHANDLER_H__