mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
2f5d6f2684
* 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/...
175 lines
8.4 KiB
C++
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);
|
|
};
|