mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-23 22:37:55 +02:00
corrected that missclick! hope so
This commit is contained in:
@@ -1,173 +1,172 @@
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#ifndef CGAMEHANDLER_H
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#define CGAMEHANDLER_H
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#pragma once
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#include "../global.h"
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#include <set>
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#include "../client/FunctionList.h"
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#include "../CGameState.h"
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#include "../lib/Connection.h"
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#include "../lib/IGameCallback.h"
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#include <boost/function.hpp>
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#include <boost/thread.hpp>
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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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struct BattleResult;
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struct BattleAttack;
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struct BattleStackAttacked;
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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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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & makingTurn & engagedIntoBattle & queries;
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}
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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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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & players;
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}
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};
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class CGameHandler : public IGameCallback
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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 changeSecSkill(int ID, ui16 which, int val, bool abs=false);
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void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
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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, boost::function<void(BattleResult*)> cb); //use hero=NULL for no hero
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void prepareAttack(BattleAttack &bat, CStack *att, CStack *def); //if last parameter is true, attack is by shooting, if false it's a melee attack
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void prepareAttacked(BattleStackAttacked &bsa, CStack *def);
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void checkForBattleEnd( std::vector<CStack*> &stacks );
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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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//////////////////////////////////////////////////////////////////////////
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//from IGameCallback
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//get info
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int getOwner(int heroID);
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int getResource(int player, int which);
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int getSelectedHero();
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int getDate(int mode=0);
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const CGObjectInstance* getObj(int objid);
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const CGHeroInstance* getHero(int objid);
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const CGTownInstance* getTown(int objid);
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const CGHeroInstance* getSelectedHero(int player); //NULL if no hero is selected
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int getCurrentPlayer();
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//do sth
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void changeSpells(int hid, bool give, const std::set<ui32> &spells);
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void removeObject(int objid);
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void setBlockVis(int objid, bool bv);
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void setOwner(int objid, ui8 owner);
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void setHoverName(int objid, MetaString * name);
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void changePrimSkill(int ID, int which, int val, bool abs=false);
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void showInfoDialog(InfoWindow *iw);
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void showYesNoDialog(YesNoDialog *iw, const CFunctionList<void(ui32)> &callback);
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void showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback); //returns question id
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void giveResource(int player, int which, int val);
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void showCompInfo(ShowInInfobox * comp);
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void heroVisitCastle(int obj, int heroID);
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void stopHeroVisitCastle(int obj, int heroID);
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void giveHeroArtifact(int artid, int hid, int position); //pos==-1 - first free slot in backpack; pos==-2 - default if available or backpack
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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
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void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb); //for hero<=>neutral army
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void setAmount(int objid, ui32 val);
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void moveHero(int hid, int3 pos, bool instant);
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//////////////////////////////////////////////////////////////////////////
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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 Handler> void serialize(Handler &h, const int version)
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{
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h & QID & gs & states;
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}
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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 sendDataToClients(const T & data)
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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 << data;
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(*i)->wmx->unlock();
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}
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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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friend class CScriptCallback;
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};
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#ifndef CGAMEHANDLER_H
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#define CGAMEHANDLER_H
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#include "../global.h"
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#include <set>
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#include "../client/FunctionList.h"
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#include "../CGameState.h"
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#include "../lib/Connection.h"
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#include "../lib/IGameCallback.h"
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#include <boost/function.hpp>
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#include <boost/thread.hpp>
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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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struct BattleResult;
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struct BattleAttack;
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struct BattleStackAttacked;
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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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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & makingTurn & engagedIntoBattle & queries;
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}
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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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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & players;
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}
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};
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class CGameHandler : public IGameCallback
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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 changeSecSkill(int ID, ui16 which, int val, bool abs=false);
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void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
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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, boost::function<void(BattleResult*)> cb); //use hero=NULL for no hero
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void prepareAttack(BattleAttack &bat, CStack *att, CStack *def); //if last parameter is true, attack is by shooting, if false it's a melee attack
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void prepareAttacked(BattleStackAttacked &bsa, CStack *def);
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void checkForBattleEnd( std::vector<CStack*> &stacks );
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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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//////////////////////////////////////////////////////////////////////////
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//from IGameCallback
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//get info
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int getOwner(int heroID);
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int getResource(int player, int which);
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int getSelectedHero();
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int getDate(int mode=0);
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const CGObjectInstance* getObj(int objid);
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const CGHeroInstance* getHero(int objid);
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const CGTownInstance* getTown(int objid);
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const CGHeroInstance* getSelectedHero(int player); //NULL if no hero is selected
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int getCurrentPlayer();
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//do sth
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void changeSpells(int hid, bool give, const std::set<ui32> &spells);
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void removeObject(int objid);
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void setBlockVis(int objid, bool bv);
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void setOwner(int objid, ui8 owner);
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void setHoverName(int objid, MetaString * name);
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void changePrimSkill(int ID, int which, int val, bool abs=false);
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void showInfoDialog(InfoWindow *iw);
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void showYesNoDialog(YesNoDialog *iw, const CFunctionList<void(ui32)> &callback);
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void showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback); //returns question id
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void giveResource(int player, int which, int val);
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void showCompInfo(ShowInInfobox * comp);
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void heroVisitCastle(int obj, int heroID);
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void stopHeroVisitCastle(int obj, int heroID);
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void giveHeroArtifact(int artid, int hid, int position); //pos==-1 - first free slot in backpack; pos==-2 - default if available or backpack
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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
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void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb); //for hero<=>neutral army
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void setAmount(int objid, ui32 val);
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void moveHero(int hid, int3 pos, bool instant);
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//////////////////////////////////////////////////////////////////////////
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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 Handler> void serialize(Handler &h, const int version)
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{
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h & QID & gs & states;
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}
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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 sendDataToClients(const T & data)
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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 << data;
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(*i)->wmx->unlock();
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}
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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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friend class CScriptCallback;
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};
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#endif //CGAMEHANDLER_H
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