#ifndef __CGAMEHANDLER_H__ #define __CGAMEHANDLER_H__ #include "../global.h" #include #include "../client/FunctionList.h" #include "../CGameState.h" #include "../lib/Connection.h" #include "../lib/IGameCallback.h" #include "../lib/BattleAction.h" #include #include class CVCMIServer; class CGameState; struct StartInfo; class CCPPObjectScript; class CScriptCallback; struct BattleResult; struct BattleAttack; struct BattleStackAttacked; struct CPack; struct Query; class CGHeroInstance; extern std::map > callbacks; //question id => callback functions - for selection dialogs extern boost::mutex gsm; struct PlayerStatus { bool makingTurn, engagedIntoBattle; std::set queries; PlayerStatus():makingTurn(false),engagedIntoBattle(false){}; template void serialize(Handler &h, const int version) { h & makingTurn & engagedIntoBattle & queries; } }; class PlayerStatuses { public: std::map 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 void serialize(Handler &h, const int version) { h & players; } }; class CGameHandler : public IGameCallback { public: static ui32 QID; CVCMIServer *s; std::map connections; //player color -> connection to clinet with interface of that player PlayerStatuses states; //player color -> player state std::set conns; 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 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 &stacks ); void setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 ); CGameHandler(void); ~CGameHandler(void); ////////////////////////////////////////////////////////////////////////// //from IGameCallback //get info int getCurrentPlayer(); int getSelectedHero(); //do sth 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 showYesNoDialog(YesNoDialog *iw, const CFunctionList &callback); void showSelectionDialog(SelectionDialog *iw, const CFunctionList &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 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 init(StartInfo *si, int Seed); void handleConnection(std::set players, CConnection &c); int getPlayerAt(CConnection *c) const; void playerMessage( ui8 player, const std::string &message); void makeBattleAction(BattleAction &ba); void makeCustomAction(BattleAction &ba); void queryReply( ui32 qid, ui32 answer ); void hireHero( ui32 tid, ui8 hid ); void setFormation( si32 hid, ui8 formation ); void tradeResources( ui32 val, ui8 player, ui32 id1, ui32 id2 ); void buyArtifact( ui32 hid, si32 aid ); void swapArtifacts( si32 hid1, si32 hid2, ui16 slot1, ui16 slot2 ); void garrisonSwap(si32 tid); void upgradeCreature( ui32 objid, ui8 pos, ui32 upgID ); void recruitCreatures(si32 objid, ui32 crid, ui32 cram); void buildStructure(si32 tid, si32 bid); void disbandCreature( si32 id, ui8 pos ); void arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val ); void save(const std::string &fname); void close(); void handleTimeEvents(); template void serialize(Handler &h, const int version) { h & QID & states; } void sendMessageToAll(const std::string &message); void sendMessageTo(CConnection &c, const std::string &message); void applyAndAsk(Query * sel, ui8 player, boost::function &callback); void ask(Query * sel, ui8 player, const CFunctionList &callback); void sendToAllClients(CPackForClient * info); void sendAndApply(CPackForClient * info); void run(bool resume); void newTurn(); friend class CVCMIServer; friend class CScriptCallback; }; #endif // __CGAMEHANDLER_H__