mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
218a3beaf6
* partial support for Idol of Fortune, Fountain of Fortune, Faerie Ring, Swan Pond
168 lines
5.8 KiB
C++
168 lines
5.8 KiB
C++
#ifndef __CGAMEHANDLER_H__
|
|
#define __CGAMEHANDLER_H__
|
|
|
|
#include "../global.h"
|
|
#include <set>
|
|
#include "../client/FunctionList.h"
|
|
#include "../CGameState.h"
|
|
#include "../lib/Connection.h"
|
|
#include "../lib/IGameCallback.h"
|
|
#include <boost/function.hpp>
|
|
#include <boost/thread.hpp>
|
|
class CVCMIServer;
|
|
class CGameState;
|
|
struct StartInfo;
|
|
class CCPPObjectScript;
|
|
class CScriptCallback;
|
|
struct BattleResult;
|
|
struct BattleAttack;
|
|
struct BattleStackAttacked;
|
|
template <typename T> struct CPack;
|
|
template <typename T> struct Query;
|
|
class CGHeroInstance;
|
|
extern std::map<ui32, CFunctionList<void(ui32)> > callbacks; //question id => callback functions - for selection dialogs
|
|
extern boost::mutex gsm;
|
|
|
|
struct PlayerStatus
|
|
{
|
|
bool makingTurn, engagedIntoBattle;
|
|
std::set<ui32> queries;
|
|
|
|
PlayerStatus():makingTurn(false),engagedIntoBattle(false){};
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & makingTurn & engagedIntoBattle & queries;
|
|
}
|
|
};
|
|
class PlayerStatuses
|
|
{
|
|
public:
|
|
std::map<ui8,PlayerStatus> players;
|
|
boost::mutex mx;
|
|
boost::condition_variable cv; //notifies when any changes are made
|
|
|
|
void addPlayer(ui8 player);
|
|
PlayerStatus operator[](ui8 player);
|
|
bool hasQueries(ui8 player);
|
|
bool checkFlag(ui8 player, bool PlayerStatus::*flag);
|
|
void setFlag(ui8 player, bool PlayerStatus::*flag, bool val);
|
|
void addQuery(ui8 player, ui32 id);
|
|
void removeQuery(ui8 player, ui32 id);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & players;
|
|
}
|
|
};
|
|
|
|
class CGameHandler : public IGameCallback
|
|
{
|
|
static ui32 QID;
|
|
CVCMIServer *s;
|
|
std::map<int,CConnection*> connections; //player color -> connection to clinet with interface of that player
|
|
PlayerStatuses states; //player color -> player state
|
|
std::set<CConnection*> conns;
|
|
|
|
void sendMessageTo(CConnection &c, std::string message);
|
|
void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
|
|
void moveStack(int stack, int dest);
|
|
void startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb); //use hero=NULL for no hero
|
|
void prepareAttack(BattleAttack &bat, CStack *att, CStack *def); //if last parameter is true, attack is by shooting, if false it's a melee attack
|
|
void prepareAttacked(BattleStackAttacked &bsa, CStack *def);
|
|
void checkForBattleEnd( std::vector<CStack*> &stacks );
|
|
void setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 );
|
|
|
|
public:
|
|
CGameHandler(void);
|
|
~CGameHandler(void);
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
//from IGameCallback
|
|
//get info
|
|
int getCurrentPlayer();
|
|
int getSelectedHero();
|
|
|
|
|
|
//do sth
|
|
void changeSpells(int hid, bool give, const std::set<ui32> &spells);
|
|
void removeObject(int objid);
|
|
void setBlockVis(int objid, bool bv);
|
|
void setOwner(int objid, ui8 owner);
|
|
void setHoverName(int objid, MetaString * name);
|
|
void setObjProperty(int objid, int prop, int val);
|
|
void changePrimSkill(int ID, int which, int val, bool abs=false);
|
|
void changeSecSkill(int ID, int which, int val, bool abs=false);
|
|
void showInfoDialog(InfoWindow *iw);
|
|
void showYesNoDialog(YesNoDialog *iw, const CFunctionList<void(ui32)> &callback);
|
|
void showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback); //returns question id
|
|
void giveResource(int player, int which, int val);
|
|
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; pos==-2 - default if available or backpack
|
|
void startBattleI(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb); //use hero=NULL for no hero
|
|
void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb); //for hero<=>neutral army
|
|
void setAmount(int objid, ui32 val);
|
|
void moveHero(int hid, int3 pos, bool instant);
|
|
void giveHeroBonus(GiveBonus * bonus);
|
|
void setMovePoints(SetMovePoints * smp);
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
void init(StartInfo *si, int Seed);
|
|
void handleConnection(std::set<int> players, CConnection &c);
|
|
template <typename Handler> void serialize(Handler &h, const int version)
|
|
{
|
|
h & QID & states;
|
|
}
|
|
template <typename T> void applyAndAsk(Query<T> * sel, ui8 player, boost::function<void(ui32)> &callback)
|
|
{
|
|
gsm.lock();
|
|
sel->id = QID;
|
|
callbacks[QID] = callback;
|
|
states.addQuery(player,QID);
|
|
QID++;
|
|
sendAndApply(sel);
|
|
gsm.unlock();
|
|
}
|
|
template <typename T> void ask(Query<T> * sel, ui8 player, const CFunctionList<void(ui32)> &callback)
|
|
{
|
|
gsm.lock();
|
|
sel->id = QID;
|
|
callbacks[QID] = callback;
|
|
states.addQuery(player,QID);
|
|
sendToAllClients(sel);
|
|
QID++;
|
|
gsm.unlock();
|
|
}
|
|
|
|
template <typename T>void sendDataToClients(const T & data)
|
|
{
|
|
for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
|
|
{
|
|
(*i)->wmx->lock();
|
|
**i << data;
|
|
(*i)->wmx->unlock();
|
|
}
|
|
}
|
|
template <typename T>void sendToAllClients(CPack<T> * info)
|
|
{
|
|
for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
|
|
{
|
|
(*i)->wmx->lock();
|
|
**i << info->getType() << *info->This();
|
|
(*i)->wmx->unlock();
|
|
}
|
|
}
|
|
template <typename T>void sendAndApply(CPack<T> * info)
|
|
{
|
|
gs->apply(info);
|
|
sendToAllClients(info);
|
|
}
|
|
void run(bool resume);
|
|
void newTurn();
|
|
|
|
friend class CVCMIServer;
|
|
friend class CScriptCallback;
|
|
};
|
|
|
|
#endif // __CGAMEHANDLER_H__
|