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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-29 23:07:48 +02:00

* version set to 0.62

* almost redone treasure chest
* working gaining levels for heroes (including dialog with skill selection)
* corrected another typo i cr_shots
This commit is contained in:
Michał W. Urbańczyk
2008-08-13 00:44:31 +00:00
parent 6e02c1c5db
commit b89c951d09
34 changed files with 572 additions and 207 deletions

View File

@@ -3,31 +3,54 @@
#include <set>
#include "../CGameState.h"
#include "../lib/Connection.h"
#ifndef _MSC_VER
#include <boost/function.hpp>
#include <boost/thread.hpp>
#endif
class CVCMIServer;
class CGameState;
//class CConnection;
struct StartInfo;
class CCPPObjectScript;
class CScriptCallback;
template <typename T> struct CPack;
template <typename T> struct Query;
class CGHeroInstance;
extern std::map<ui32, boost::function<void(ui32)> > callbacks; //question id => callback function - for selection dialogs
extern boost::mutex gsm;
struct PlayerStatus
{
bool makingTurn, engagedIntoBattle;
std::set<ui32> queries;
PlayerStatus():makingTurn(false),engagedIntoBattle(false){};
};
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);
};
class CGameHandler
{
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
std::map<int,int> states; //player color -> player state
PlayerStatuses states; //player color -> player state
std::set<CConnection*> conns;
void handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script);
void changePrimSkill(int ID, int which, int val, bool abs=false);
void changeSecSkill(int ID, ui16 which, int val, bool abs=false);
void moveStack(int stack, int dest);
void startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2); //use hero=NULL for no hero
@@ -37,6 +60,27 @@ public:
~CGameHandler(void);
void init(StartInfo *si, int Seed);
void handleConnection(std::set<int> players, CConnection &c);
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, boost::function<void(ui32)> &callback)
{
gsm.lock();
sel->id = QID;
callbacks[QID] = callback;
states.addQuery(player,QID);
sendToAllClients(sel);
QID++;
gsm.unlock();
}
template <typename T>void sendToAllClients(CPack<T> * info)
{
for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)