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vcmi/client/Client.h
2010-08-20 13:34:39 +00:00

127 lines
5.1 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;
bool hotSeat;
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(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 );
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 showThievesGuildWindow(int requestingObjId){};
void giveResource(int player, int which, int val){};
void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures) {};
void takeCreatures (int objid, TSlots creatures){};
void changeCreatureType (int objid, TSlot slot, TCreature creature){};
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
bool removeArtifact(int artid, int hid){return false;};
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
void updatePaths();
//////////////////////////////////////////////////////////////////////////
template <typename Handler> void serialize(Handler &h, const int version);
};
#endif // __CLIENT_H__