1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/server/CGameHandler.h
Michał W. Urbańczyk b83b80a71e * upgrading creatures
* splitted map loading on several functions
* buttons can call multiple functions when pressed
* minor
2008-08-15 12:11:42 +00:00

104 lines
3.2 KiB
C++

#pragma once
#include "../global.h"
#include <set>
#include "../CGameState.h"
#include "../lib/Connection.h"
#include <boost/function.hpp>
#include <boost/thread.hpp>
class CVCMIServer;
class CGameState;
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
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
void setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 );
public:
CGameHandler(void);
~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++)
{
(*i)->wmx->lock();
**i << info->getType() << *info->This();
(*i)->wmx->unlock();
}
}
template <typename T>void sendAndApply(CPack<T> * info)
{
gs->apply(info);
sendToAllClients(info);
}
void run();
void newTurn();
friend class CVCMIServer;
friend class CScriptCallback;
};