#ifndef __CLIENT_H__ #define __CLIENT_H__ #include "../global.h" #include #include "../lib/IGameCallback.h" struct StartInfo; class CGameState; class CGameInterface; class CConnection; class CCallback; struct BattleAction; struct SharedMem; class CClient; void processCommand(const std::string &message, CClient *&client); namespace boost { class mutex; class condition_variable; } template struct CSharedCond { boost::mutex *mx; boost::condition_variable *cv; T *res; CSharedCond(T*R) { res = R; mx = new boost::mutex; cv = new boost::condition_variable; } ~CSharedCond() { delete res; delete mx; delete cv; } }; class CClient : public IGameCallback { public: CCallback *cb; std::set callbacks; //callbacks given to player interfaces std::map playerint; CConnection *serv; SharedMem *shared; BattleAction *curbaction; void waitForMoveAndSend(int color); CClient(void); CClient(CConnection *con, StartInfo *si); ~CClient(void); void init(); void close(); void newGame(CConnection *con, StartInfo *si); //con - connection to server void save(const std::string & fname); void load(const std::string & fname); void run(); ////////////////////////////////////////////////////////////////////////// //from IGameCallback int getCurrentPlayer(); int getSelectedHero(); //not working yet, will be implement somewhen later with support for local-sim-based gameplay void changeSpells(int hid, bool give, const std::set &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){}; void changeSecSkill(int ID, int which, int val, bool abs=false){}; void showInfoDialog(InfoWindow *iw){}; void showBlockingDialog(BlockingDialog *iw, const CFunctionList &callback){}; ui32 showBlockingDialog(BlockingDialog *iw){return 0;}; //synchronous version of above void showGarrisonDialog(int upobj, int hid, const boost::function &cb){}; 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=0; 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 cb){}; //use hero=NULL for no hero void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function cb){}; //for hero<=>neutral army void setAmount(int objid, ui32 val){}; void moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255){}; void giveHeroBonus(GiveBonus * bonus){}; void setMovePoints(SetMovePoints * smp){}; void setManaPoints(int hid, int val){}; void giveHero(int id, int player){}; void changeObjPos(int objid, int3 newPos, ui8 flags){}; void sendAndApply(CPackForClient * info){}; ////////////////////////////////////////////////////////////////////////// friend class CCallback; //handling players actions friend void processCommand(const std::string &message, CClient *&client); //handling console static void runServer(const char * portc); void waitForServer(); ////////////////////////////////////////////////////////////////////////// template void serialize(Handler &h, const int version); }; #endif // __CLIENT_H__