#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 #include class CVCMIServer; class CGameState; struct StartInfo; class CCPPObjectScript; class CScriptCallback; struct BattleResult; struct BattleAttack; struct BattleStackAttacked; template struct CPack; template 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 { static ui32 QID; //std::set cppscripts; //C++ scripts //std::map > objscr; //non-C++ scripts 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 changeSecSkill(int ID, ui16 which, int val, bool abs=false); 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 ); public: 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 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(int hid, int3 pos, bool instant); ////////////////////////////////////////////////////////////////////////// void init(StartInfo *si, int Seed); void handleConnection(std::set players, CConnection &c); template void serialize(Handler &h, const int version) { h & QID & gs & states; } template void applyAndAsk(Query * sel, ui8 player, boost::function &callback) { gsm.lock(); sel->id = QID; callbacks[QID] = callback; states.addQuery(player,QID); QID++; sendAndApply(sel); gsm.unlock(); } template void ask(Query * sel, ui8 player, const CFunctionList &callback) { gsm.lock(); sel->id = QID; callbacks[QID] = callback; states.addQuery(player,QID); sendToAllClients(sel); QID++; gsm.unlock(); } template void sendDataToClients(const T & data) { for(std::set::iterator i=conns.begin(); i!=conns.end();i++) { (*i)->wmx->lock(); **i << data; (*i)->wmx->unlock(); } } template void sendToAllClients(CPack * info) { for(std::set::iterator i=conns.begin(); i!=conns.end();i++) { (*i)->wmx->lock(); **i << info->getType() << *info->This(); (*i)->wmx->unlock(); } } template void sendAndApply(CPack * info) { gs->apply(info); sendToAllClients(info); } void run(); void newTurn(); friend class CVCMIServer; friend class CScriptCallback; }; #endif // __CGAMEHANDLER_H__