mirror of
https://github.com/vcmi/vcmi.git
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148 lines
6.0 KiB
C++
148 lines
6.0 KiB
C++
#ifndef __CLIENT_H__
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#define __CLIENT_H__
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#include "../global.h"
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#include <boost/thread.hpp>
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#include "../lib/IGameCallback.h"
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#include "../lib/CondSh.h"
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#include <queue>
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/*
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* Client.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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struct StartInfo;
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class CGameState;
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class CGameInterface;
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class CConnection;
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class CCallback;
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struct BattleAction;
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struct SharedMem;
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class CClient;
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struct CPathsInfo;
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namespace boost { class thread; }
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void processCommand(const std::string &message, CClient *&client);
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//structure to handle running server and connecting to it
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class CServerHandler
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{
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private:
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void callServer(); //calls server via system(), should be called as thread
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public:
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timeHandler th;
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boost::thread *serverThread; //thread that called system to run server
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SharedMem *shared; //interprocess memory (for waiting for server)
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bool verbose; //whether to print log msgs
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std::string port; //port number in text form
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//functions setting up local server
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void startServer(); //creates a thread with callServer
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void waitForServer(); //waits till server is ready
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CConnection * connectToServer(); //connects to server
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//////////////////////////////////////////////////////////////////////////
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static CConnection * justConnectToServer(const std::string &host = "", const std::string &port = ""); //connects to given host without taking any other actions (like setting up server)
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CServerHandler(bool runServer = false);
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~CServerHandler();
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};
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class CClient : public IGameCallback
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{
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public:
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CCallback *cb;
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std::set<CCallback*> callbacks; //callbacks given to player interfaces
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std::map<ui8,CGameInterface *> playerint;
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bool hotSeat;
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CConnection *serv;
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BattleAction *curbaction;
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CPathsInfo *pathInfo;
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CondSh<bool> waitingRequest;
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std::queue<CPack *> packs;
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boost::mutex packsM;
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void waitForMoveAndSend(int color);
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//void sendRequest(const CPackForServer *request, bool waitForRealization);
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CClient(void);
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CClient(CConnection *con, StartInfo *si);
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~CClient(void);
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void init();
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void newGame(CConnection *con, StartInfo *si); //con - connection to server
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void endGame(bool closeConnection = true);
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void stopConnection();
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void save(const std::string & fname);
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void loadGame(const std::string & fname);
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void run();
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void finishCampaign( CCampaignState * camp );
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void proposeNextMission( CCampaignState * camp );
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bool terminate; // tell to terminate
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boost::thread *connectionHandler; //thread running run() method
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//////////////////////////////////////////////////////////////////////////
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//from IGameCallback
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int getCurrentPlayer();
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int getSelectedHero();
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//not working yet, will be implement somewhen later with support for local-sim-based gameplay
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void changeSpells(int hid, bool give, const std::set<ui32> &spells){};
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bool removeObject(int objid){return false;};
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void setBlockVis(int objid, bool bv){};
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void setOwner(int objid, ui8 owner){};
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void setHoverName(int objid, MetaString * name){};
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void setObjProperty(int objid, int prop, si64 val){};
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void changePrimSkill(int ID, int which, si64 val, bool abs=false){};
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void changeSecSkill(int ID, int which, int val, bool abs=false){};
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void showInfoDialog(InfoWindow *iw){};
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void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback){};
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ui32 showBlockingDialog(BlockingDialog *iw){return 0;}; //synchronous version of above
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void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb){};
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void showThievesGuildWindow(int requestingObjId){};
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void giveResource(int player, int which, int val){};
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void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures, bool remove) {};
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void takeCreatures (int objid, TSlots creatures){};
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void changeCreatureType (int objid, TSlot slot, TCreature creature){};
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void showCompInfo(ShowInInfobox * comp){};
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void heroVisitCastle(int obj, int heroID){};
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void stopHeroVisitCastle(int obj, int heroID){};
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void giveHeroArtifact(int artid, int hid, int position){}; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack
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void giveNewArtifact(int hid, int position){};
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bool removeArtifact(const CArtifact* art, int hid){return false;};
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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
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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
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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
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void setAmount(int objid, ui32 val){};
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bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255){return false;};
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void giveHeroBonus(GiveBonus * bonus){};
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void setMovePoints(SetMovePoints * smp){};
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void setManaPoints(int hid, int val){};
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void giveHero(int id, int player){};
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void changeObjPos(int objid, int3 newPos, ui8 flags){};
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void sendAndApply(CPackForClient * info){};
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void heroExchange(si32 hero1, si32 hero2){};
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//////////////////////////////////////////////////////////////////////////
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friend class CCallback; //handling players actions
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friend void processCommand(const std::string &message, CClient *&client); //handling console
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void handlePack( CPack * pack ); //applies the given pack and deletes it
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void updatePaths();
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//////////////////////////////////////////////////////////////////////////
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template <typename Handler> void serialize(Handler &h, const int version);
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};
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#endif // __CLIENT_H__
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