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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-28 23:06:24 +02:00
vcmi/client/Client.h
beegee1 2f5d6f2684 * CHexField renamed to CBattleHex
* CHexFieldControl renamed to CClickableHex
* CCreatureAnimation.cpp/.h moved to BattleInterface/CCreatureAnimation.cpp/.h
* Removed unused project files
* Added VCMI_client filters file for VS 2010
* Gathered common parts of StdInc.h in Global.h
* Boost.Spirit has been included in PCH for ERM project
* StopWatch renamed to CStopWatch
* GuiBase.cpp split up in UIFramework/...
2011-12-17 18:59:59 +00:00

175 lines
8.4 KiB
C++

#pragma once
#include "../lib/IGameCallback.h"
#include "../lib/CondSh.h"
#include "../lib/CStopWatch.h"
/*
* Client.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
class IGameEventsReceiver;
class IBattleEventsReceiver;
class CBattleGameInterface;
struct StartInfo;
class CGameState;
class CGameInterface;
class CConnection;
class CCallback;
struct BattleAction;
struct SharedMem;
class CClient;
class CScriptingModule;
struct CPathsInfo;
namespace boost { class thread; }
void processCommand(const std::string &message, CClient *&client);
/// structure to handle running server and connecting to it
class CServerHandler
{
private:
void callServer(); //calls server via system(), should be called as thread
public:
CStopWatch th;
boost::thread *serverThread; //thread that called system to run server
SharedMem *shared; //interprocess memory (for waiting for server)
bool verbose; //whether to print log msgs
std::string port; //port number in text form
//functions setting up local server
void startServer(); //creates a thread with callServer
void waitForServer(); //waits till server is ready
CConnection * connectToServer(); //connects to server
//////////////////////////////////////////////////////////////////////////
static CConnection * justConnectToServer(const std::string &host = "", const std::string &port = ""); //connects to given host without taking any other actions (like setting up server)
CServerHandler(bool runServer = false);
~CServerHandler();
};
/// Class which handles client - server logic
class CClient : public IGameCallback
{
public:
CCallback *cb;
std::map<ui8,boost::shared_ptr<CCallback> > callbacks; //callbacks given to player interfaces
std::vector<IGameEventsReceiver*> privilagedGameEventReceivers; //scripting modules, spectator interfaces
std::vector<IBattleEventsReceiver*> privilagedBattleEventReceivers; //scripting modules, spectator interfaces
std::map<ui8,CGameInterface *> playerint;
std::map<ui8,CBattleGameInterface *> battleints;
bool hotSeat;
CConnection *serv;
BattleAction *curbaction;
CPathsInfo *pathInfo;
boost::mutex pathMx; //protects the variable above
CScriptingModule *erm;
CondSh<int> waitingRequest;
std::queue<CPack *> packs;
boost::mutex packsM;
void waitForMoveAndSend(int color);
//void sendRequest(const CPackForServer *request, bool waitForRealization);
CClient(void);
CClient(CConnection *con, StartInfo *si);
~CClient(void);
void init();
void newGame(CConnection *con, StartInfo *si); //con - connection to server
void loadNeutralBattleAI();
void endGame(bool closeConnection = true);
void stopConnection();
void save(const std::string & fname);
void loadGame(const std::string & fname);
void run();
void finishCampaign( CCampaignState * camp );
void proposeNextMission( CCampaignState * camp );
void invalidatePaths(const CGHeroInstance *h = NULL); //invalidates paths for hero h or for any hero if h is NULL => they'll got recalculated when the next query comes
void calculatePaths(const CGHeroInstance *h);
void updatePaths(); //calls calculatePaths for same hero for which we previously calculated paths
bool terminate; // tell to terminate
boost::thread *connectionHandler; //thread running run() method
//////////////////////////////////////////////////////////////////////////
virtual int getLocalPlayer() const OVERRIDE;
//////////////////////////////////////////////////////////////////////////
//not working yet, will be implement somewhen later with support for local-sim-based gameplay
void changeSpells(int hid, bool give, const std::set<ui32> &spells) OVERRIDE {};
bool removeObject(int objid) OVERRIDE {return false;};
void setBlockVis(int objid, bool bv) OVERRIDE {};
void setOwner(int objid, ui8 owner) OVERRIDE {};
void setHoverName(int objid, MetaString * name) OVERRIDE {};
void changePrimSkill(int ID, int which, si64 val, bool abs=false) OVERRIDE {};
void changeSecSkill(int ID, int which, int val, bool abs=false) OVERRIDE {};
void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback) OVERRIDE {};
ui32 showBlockingDialog(BlockingDialog *iw) OVERRIDE {return 0;}; //synchronous version of above
void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE {};
void showThievesGuildWindow(int requestingObjId) OVERRIDE {};
void giveResource(int player, int which, int val) OVERRIDE {};
void giveCreatures(const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE {};
void takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures) OVERRIDE {};
bool changeStackType(const StackLocation &sl, CCreature *c) OVERRIDE {return false;};
bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) OVERRIDE {return false;};
bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE {return false;};
bool eraseStack(const StackLocation &sl, bool forceRemoval = false){return false;};
bool swapStacks(const StackLocation &sl1, const StackLocation &sl2) OVERRIDE {return false;}
bool addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE {return false;}
void tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging) OVERRIDE {}
bool moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count = -1) OVERRIDE {return false;}
void giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos) OVERRIDE {};
void giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, int pos) OVERRIDE {};
void putArtifact(const ArtifactLocation &al, const CArtifactInstance *a) OVERRIDE {};
void removeArtifact(const ArtifactLocation &al) OVERRIDE {};
void moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2) OVERRIDE {};
void showCompInfo(ShowInInfobox * comp) OVERRIDE {};
void heroVisitCastle(int obj, int heroID) OVERRIDE {};
void stopHeroVisitCastle(int obj, int heroID) OVERRIDE {};
//void giveHeroArtifact(int artid, int hid, int position){};
//void giveNewArtifact(int hid, int position){};
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL) OVERRIDE {}; //use hero=NULL for no hero
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false) OVERRIDE {}; //if any of armies is hero, hero will be used
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false) OVERRIDE {}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
void setAmount(int objid, ui32 val) OVERRIDE {};
bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255) OVERRIDE {return false;};
void giveHeroBonus(GiveBonus * bonus) OVERRIDE {};
void setMovePoints(SetMovePoints * smp) OVERRIDE {};
void setManaPoints(int hid, int val) OVERRIDE {};
void giveHero(int id, int player) OVERRIDE {};
void changeObjPos(int objid, int3 newPos, ui8 flags) OVERRIDE {};
void sendAndApply(CPackForClient * info) OVERRIDE {};
void heroExchange(si32 hero1, si32 hero2) OVERRIDE {};
//////////////////////////////////////////////////////////////////////////
friend class CCallback; //handling players actions
friend class CBattleCallback; //handling players actions
friend void processCommand(const std::string &message, CClient *&client); //handling console
void handlePack( CPack * pack ); //applies the given pack and deletes it
void battleStarted(const BattleInfo * info);
void commenceTacticPhaseForInt(CBattleGameInterface *battleInt); //will be called as separate thread
void commitPackage(CPackForClient *pack) OVERRIDE;
//////////////////////////////////////////////////////////////////////////
template <typename Handler> void serialize(Handler &h, const int version);
};