mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
226935fd89
Moved some code.
119 lines
4.7 KiB
C++
119 lines
4.7 KiB
C++
#ifndef __CLIENT_H__
|
|
#define __CLIENT_H__
|
|
|
|
|
|
#include "../global.h"
|
|
#include <boost/thread.hpp>
|
|
#include "../lib/IGameCallback.h"
|
|
#include "../lib/CondSh.h"
|
|
#include <queue>
|
|
|
|
/*
|
|
* 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
|
|
*
|
|
*/
|
|
|
|
struct StartInfo;
|
|
class CGameState;
|
|
class CGameInterface;
|
|
class CConnection;
|
|
class CCallback;
|
|
struct BattleAction;
|
|
struct SharedMem;
|
|
class CClient;
|
|
struct CPathsInfo;
|
|
|
|
void processCommand(const std::string &message, CClient *&client);
|
|
|
|
class CClient : public IGameCallback
|
|
{
|
|
public:
|
|
CCallback *cb;
|
|
std::set<CCallback*> callbacks; //callbacks given to player interfaces
|
|
std::map<ui8,CGameInterface *> playerint;
|
|
CConnection *serv;
|
|
SharedMem *shared;
|
|
BattleAction *curbaction;
|
|
CPathsInfo *pathInfo;
|
|
|
|
CondSh<bool> 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 endGame();
|
|
void save(const std::string & fname);
|
|
void loadGame(const std::string & fname);
|
|
void run();
|
|
void stop();
|
|
|
|
bool terminate; // tell to terminate
|
|
boost::thread *connectionHandler; //thread running run() method
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
//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<ui32> &spells){};
|
|
bool removeObject(int objid){return false;};
|
|
void setBlockVis(int objid, bool bv){};
|
|
void setOwner(int objid, ui8 owner){};
|
|
void setHoverName(int objid, MetaString * name){};
|
|
void setObjProperty(int objid, int prop, si64 val){};
|
|
void changePrimSkill(int ID, int which, si64 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<void(ui32)> &callback){};
|
|
ui32 showBlockingDialog(BlockingDialog *iw){return 0;}; //synchronous version of above
|
|
void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb){};
|
|
void giveResource(int player, int which, int val){};
|
|
void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures) {};
|
|
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 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){}; //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){}; //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){}; //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){};
|
|
bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255){return false;};
|
|
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){};
|
|
void heroExchange(si32 hero1, si32 hero2){};
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
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();
|
|
CPack * retreivePack(); //gets from server next pack (allocates it with new)
|
|
void handlePack( CPack * pack ); //applies the given pack and deletes it
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
template <typename Handler> void serialize(Handler &h, const int version);
|
|
};
|
|
|
|
#endif // __CLIENT_H__
|