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vcmi/client/Client.h
Michał W. Urbańczyk daeb3af67a Early changes towards MP support.
It's possible to connect several clients (running on localhost) and enter MP pregame. The actual MP game still not playable. (though it can be started)
2010-10-24 11:35:14 +00:00

147 lines
6.0 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;
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:
timeHandler 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 CClient : public IGameCallback
{
public:
CCallback *cb;
std::set<CCallback*> callbacks; //callbacks given to player interfaces
std::map<ui8,CGameInterface *> playerint;
bool hotSeat;
CConnection *serv;
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
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__