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Game interfaces can register another interfaces to receive info on game events.

This commit is contained in:
Michał W. Urbańczyk 2013-06-22 18:22:44 +00:00
parent 254f194220
commit 2be2143844
5 changed files with 39 additions and 1 deletions

View File

@ -376,6 +376,29 @@ int CCallback::mergeOrSwapStacks(const CArmedInstance *s1, const CArmedInstance
return swapCreatures(s1, s2, p1, p2);
}
void CCallback::registerGameInterface(CGameInterface *cgi)
{
cl->additionalPlayerInts[*player].push_back(cgi);
registerBattleInterface(cgi);
}
void CCallback::registerBattleInterface(CBattleGameInterface *cbga)
{
cl->additionalBattleInts[*player].push_back(cbga);
}
void CCallback::unregisterGameInterface(CGameInterface *cgi)
{
cl->additionalPlayerInts[*player] -= cgi;
unregisterBattleInterface(cgi);
}
void CCallback::unregisterBattleInterface(CBattleGameInterface *cbga)
{
cl->additionalBattleInts[*player] -= cbga;
}
CBattleCallback::CBattleCallback(CGameState *GS, boost::optional<PlayerColor> Player, CClient *C )
{
gs = GS;

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@ -27,6 +27,8 @@ struct CGPathNode;
struct CGPath;
struct CPathsInfo;
struct CPack;
class CBattleGameInterface;
class CGameInterface;
class IBattleCallback
{
@ -111,6 +113,11 @@ public:
virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src = int3(-1,-1,-1), int movement = -1);
virtual void recalculatePaths(); //updates main, client pathfinder info (should be called when moving hero is over)
//Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
void registerGameInterface(CGameInterface *cgi);
void registerBattleInterface(CBattleGameInterface *cbga);
void unregisterGameInterface(CGameInterface *cgi);
void unregisterBattleInterface(CBattleGameInterface *cbga);
void unregisterMyInterface(); //stops delivering information about game events to that player's interface -> can be called ONLY after victory/loss

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@ -919,7 +919,7 @@ void startGame(StartInfo * options, CConnection *serv/* = NULL*/)
{
if(vm.count("onlyAI"))
{
auto ais = vm["ai"].as<std::vector<std::string>>();
auto ais = vm.count("ai") ? vm["ai"].as<std::vector<std::string>>() : std::vector<std::string>();
int i = 0;

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@ -118,6 +118,10 @@ public:
std::vector<IBattleEventsReceiver*> privilagedBattleEventReceivers; //scripting modules, spectator interfaces
std::map<PlayerColor,CGameInterface *> playerint;
std::map<PlayerColor,CBattleGameInterface *> battleints;
std::map<PlayerColor,std::vector<CGameInterface *>> additionalPlayerInts;
std::map<PlayerColor,std::vector<CBattleGameInterface *>> additionalBattleInts;
bool hotSeat;
CConnection *serv;

View File

@ -57,6 +57,10 @@
{ \
if(vstd::contains(cl->battleints,player)) \
cl->battleints[player]->function(__VA_ARGS__); \
\
if(cl->additionalBattleInts.count(player)) \
BOOST_FOREACH(auto bInt, cl->additionalBattleInts[player])\
bInt->function(__VA_ARGS__); \
} while (0);
#define BATTLE_INTERFACE_CALL_RECEIVERS(function,...) \