#include #include #include #include #include "CGameHandler.h" #include "CScriptCallback.h" #include "../CLua.h" #include "../CGameState.h" #include "../StartInfo.h" #include "../map.h" #include "../lib/NetPacks.h" #include "../lib/Connection.h" #include "../CLua.h" #include "../hch/CObjectHandler.h" #include "../hch/CTownHandler.h" #include "../hch/CBuildingHandler.h" #include "../hch/CHeroHandler.h" #include "boost/date_time/posix_time/posix_time_types.hpp" //no i/o just types #include "../lib/VCMI_Lib.h" #include "../lib/CondSh.h" #include extern bool end2; #include "../lib/BattleAction.h" #ifdef min #undef min #endif #ifdef max #undef max #endif #define NEW_ROUND BattleNextRound bnr;\ bnr.round = gs->curB->round + 1;\ sendAndApply(&bnr); boost::condition_variable cTurn; boost::mutex mTurn; boost::shared_mutex gsm; CondSh battleMadeAction; CondSh battleResult(NULL); class CMP_stack { public: bool operator ()(const CStack* a, const CStack* b) { return (a->creature->speed)>(b->creature->speed); } } cmpst ; double distance(int3 a, int3 b) { return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) ); } //bool CGameState::checkFunc(int obid, std::string name) //{ // if (objscr.find(obid)!=objscr.end()) // { // if(objscr[obid].find(name)!=objscr[obid].end()) // { // return true; // } // } // return false; //} void CGameHandler::handleCPPObjS(std::map * mapa, CCPPObjectScript * script) { std::vector tempv = script->yourObjects(); for (unsigned i=0;i(gs->map->objects[ID]); if(hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level { //hero->level++; //give prim skill std::cout << hero->name <<" got level "<level<::*g = (hero->level>9) ? (&std::pair::second) : (&std::pair::first); for(;xtype->heroClass->primChance[x].*g; if(rprimSkills[x]++; std::set choice; std::set basicAndAdv, expert, none; for(int i=0;isecSkills.size();i++) { if(hero->secSkills[i].second < 2) basicAndAdv.insert(hero->secSkills[i].first); else expert.insert(hero->secSkills[i].first); none.erase(hero->secSkills[i].first); } if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot { choice.insert(hero->type->heroClass->chooseSecSkill(none)); //new skill } else { int s = hero->type->heroClass->chooseSecSkill(basicAndAdv); choice.insert(s); basicAndAdv.erase(s); } if(basicAndAdv.size()) { choice.insert(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //new skill } else if(hero->secSkills.size() < hero->type->heroClass->skillLimit) { choice.insert(hero->type->heroClass->chooseSecSkill(none)); //new skill } } //TODO - powiadomic interfejsy, sprawdzic czy nie ma awansu itp } } void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2) { BattleInfo *curB = new BattleInfo; //battle start { battleResult.set(NULL); std::vector & stacks = (curB->stacks); curB->army1=army1; curB->army2=army2; curB->hero1=(hero1)?(hero1->id):(-1); curB->hero2=(hero1)?(hero1->id):(-1); curB->side1=(hero1)?(hero1->tempOwner):(-1); curB->side2=(hero2)?(hero2->tempOwner):(-1); curB->round = -2; curB->activeStack = -1; for(std::map >::iterator i = army1.slots.begin(); i!=army1.slots.end(); i++) { stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero1->tempOwner, stacks.size(), true)); stacks[stacks.size()-1]->ID = stacks.size()-1; } //initialization of positions switch(army1.slots.size()) //for attacker { case 0: break; case 1: stacks[0]->position = 86; //6 break; case 2: stacks[0]->position = 35; //3 stacks[1]->position = 137; //9 break; case 3: stacks[0]->position = 35; //3 stacks[1]->position = 86; //6 stacks[2]->position = 137; //9 break; case 4: stacks[0]->position = 1; //1 stacks[1]->position = 69; //5 stacks[2]->position = 103; //7 stacks[3]->position = 171; //11 break; case 5: stacks[0]->position = 1; //1 stacks[1]->position = 35; //3 stacks[2]->position = 86; //6 stacks[3]->position = 137; //9 stacks[4]->position = 171; //11 break; case 6: stacks[0]->position = 1; //1 stacks[1]->position = 35; //3 stacks[2]->position = 69; //5 stacks[3]->position = 103; //7 stacks[4]->position = 137; //9 stacks[5]->position = 171; //11 break; case 7: stacks[0]->position = 1; //1 stacks[1]->position = 35; //3 stacks[2]->position = 69; //5 stacks[3]->position = 86; //6 stacks[4]->position = 103; //7 stacks[5]->position = 137; //9 stacks[6]->position = 171; //11 break; default: //fault break; } for(std::map >::iterator i = army2.slots.begin(); i!=army2.slots.end(); i++) stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero2 ? hero2->tempOwner : 255, stacks.size(), false)); switch(army2.slots.size()) //for defender { case 0: break; case 1: stacks[0+army1.slots.size()]->position = 100; //6 break; case 2: stacks[0+army1.slots.size()]->position = 49; //3 stacks[1+army1.slots.size()]->position = 151; //9 break; case 3: stacks[0+army1.slots.size()]->position = 49; //3 stacks[1+army1.slots.size()]->position = 100; //6 stacks[2+army1.slots.size()]->position = 151; //9 break; case 4: stacks[0+army1.slots.size()]->position = 15; //1 stacks[1+army1.slots.size()]->position = 83; //5 stacks[2+army1.slots.size()]->position = 117; //7 stacks[3+army1.slots.size()]->position = 185; //11 break; case 5: stacks[0+army1.slots.size()]->position = 15; //1 stacks[1+army1.slots.size()]->position = 49; //3 stacks[2+army1.slots.size()]->position = 100; //6 stacks[3+army1.slots.size()]->position = 151; //9 stacks[4+army1.slots.size()]->position = 185; //11 break; case 6: stacks[0+army1.slots.size()]->position = 15; //1 stacks[1+army1.slots.size()]->position = 49; //3 stacks[2+army1.slots.size()]->position = 83; //5 stacks[3+army1.slots.size()]->position = 117; //7 stacks[4+army1.slots.size()]->position = 151; //9 stacks[5+army1.slots.size()]->position = 185; //11 break; case 7: stacks[0+army1.slots.size()]->position = 15; //1 stacks[1+army1.slots.size()]->position = 49; //3 stacks[2+army1.slots.size()]->position = 83; //5 stacks[3+army1.slots.size()]->position = 100; //6 stacks[4+army1.slots.size()]->position = 117; //7 stacks[5+army1.slots.size()]->position = 151; //9 stacks[6+army1.slots.size()]->position = 185; //11 break; default: //fault break; } for(unsigned g=0; gposition%17)==1 && stacks[g]->creature->isDoubleWide()) { stacks[g]->position += 1; } else if((stacks[g]->position%17)==15 && stacks[g]->creature->isDoubleWide()) { stacks[g]->position -= 1; } } std::stable_sort(stacks.begin(),stacks.end(),cmpst); //block engaged players if(hero1->tempOwnertempOwner] += 10; if(hero2 && hero2->tempOwnertempOwner] += 10; //send info about battles BattleStart bs; bs.info = curB; sendAndApply(&bs); NEW_ROUND; } //tactic round { NEW_ROUND; if( (hero1 && hero1->getSecSkillLevel(19)>=0) || ( hero2 && hero2->getSecSkillLevel(19)>=0) )//someone has tactics { //TODO: tactic round (round -1) } } //main loop while(!battleResult.get()) //till the end of the battle ;] { NEW_ROUND; std::vector & stacks = (gs->curB->stacks); const BattleInfo & curB = *gs->curB; //stack loop for(unsigned i=0;ialive) continue;//indicates imposiibility of making action for this dead unit BattleSetActiveStack sas; sas.stack = i; sendAndApply(&sas); //wait for response about battle action boost::unique_lock lock(battleMadeAction.mx); while(!battleMadeAction.data) battleMadeAction.cond.wait(lock); } } //end battle, remove all info, free memory sendAndApply(battleResult.data); delete battleResult.data; //for(int i=0;i players, CConnection &c) { try { ui16 pom; while(!end2) { c >> pom; bool blockvis = false; switch(pom) { case 100: //my interface ended its turn { mTurn.lock(); states[gs->currentPlayer] = 0; mTurn.unlock(); cTurn.notify_all(); break; } case 500: { si32 id; c >> id; RemoveHero rh(id); sendAndApply(&rh); break; } case 501://interface wants to move hero { int3 start, end; si32 id; c >> id >> start >> end; int3 hmpos = end + int3(-1,0,0); TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z]; CGHeroInstance *h = static_cast(gs->map->objects[id]); int cost = (int)((double)h->getTileCost(t.tertype,t.malle,t.nuine) * distance(start,end)); TryMoveHero tmh; tmh.id = id; tmh.start = start; tmh.end = end; tmh.result = 0; tmh.movePoints = h->movement; if((h->getOwner() != gs->currentPlayer) || //not turn of that hero (distance(start,end)>=1.5) || //tiles are not neighouring (h->movement < cost) || //lack of movement points (t.tertype == rock) || //rock (!h->canWalkOnSea() && t.tertype == water) || (t.blocked && !t.visitable) ) //tile is blocked andnot visitable goto fail; //check if there is blocking visitable object blockvis = false; tmh.movePoints = h->movement = (h->movement-cost); //take move points BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects) { if(obj->blockVisit) { blockvis = true; break; } } //we start moving if(blockvis)//interaction with blocking object (like resources) { sendAndApply(&tmh); //failed to move to that tile but we visit object BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects) { if (obj->blockVisit) { //if(gs->checkFunc(obj->ID,"heroVisit")) //script function // gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID); if(obj->state) //hard-coded function obj->state->onHeroVisit(obj->id,h->subID); } } break; } else //normal move { tmh.result = 1; BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[start.x][start.y][start.z].visitableObjects) { //TODO: allow to handle this in script-languages if(obj->state) //hard-coded function obj->state->onHeroLeave(obj->id,h->subID); } //reveal fog of war int heroSight = h->getSightDistance(); int xbeg = start.x - heroSight - 2; if(xbeg < 0) xbeg = 0; int xend = start.x + heroSight + 2; if(xend >= gs->map->width) xend = gs->map->width; int ybeg = start.y - heroSight - 2; if(ybeg < 0) ybeg = 0; int yend = start.y + heroSight + 2; if(yend >= gs->map->height) yend = gs->map->height; for(int xd=xbeg; xdgetSightDistance()*h->getSightDistance()) { if(gs->players[h->getOwner()].fogOfWarMap[xd][yd][hmpos.z] == 0) { tmh.fowRevealed.insert(int3(xd,yd,hmpos.z)); } } } } sendAndApply(&tmh); BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)//call objects if they are visited { //if(gs->checkFunc(obj->ID,"heroVisit")) //script function // gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID); if(obj->state) //hard-coded function obj->state->onHeroVisit(obj->id,h->id); } } break; fail: sendAndApply(&tmh); break; } case 502: //swap creatures in garrison { ui8 what, p1, p2; si32 id1, id2; c >> what >> id1 >> p1 >> id2 >> p2; CArmedInstance *s1 = static_cast(gs->map->objects[id1]), *s2 = static_cast(gs->map->objects[id2]); CCreatureSet *S1 = &s1->army, *S2 = &s2->army; if(what==1) //swap { int pom = S2->slots[p2].first; S2->slots[p2].first = S1->slots[p1].first; S1->slots[p1].first = pom; int pom2 = S2->slots[p2].second; S2->slots[p2].second = S1->slots[p1].second; S1->slots[p1].second = pom2; if(!S1->slots[p1].first) S1->slots.erase(p1); if(!S2->slots[p2].first) S2->slots.erase(p2); } else if(what==2)//merge { if(S1->slots[p1].first != S2->slots[p2].first) break; //not same creature S2->slots[p2].second += S1->slots[p1].second; S1->slots[p1].first = NULL; S1->slots[p1].second = 0; S1->slots.erase(p1); } else if(what==3) //split { si32 val; c >> val; if(S2->slots.find(p2) != S2->slots.end()) break; //slot not free S2->slots[p2].first = S1->slots[p1].first; S2->slots[p2].second = val; S1->slots[p1].second -= val; if(!S1->slots[p1].second) //if we've moved all creatures S1->slots.erase(p1); } SetGarrisons sg; sg.garrs[id1] = *S1; if(s1 != s2) sg.garrs[id2] = *S2; sendAndApply(&sg); break; } case 503: { si32 id; ui8 pos; c >> id >> pos; CArmedInstance *s1 = static_cast(gs->map->objects[id]); s1->army.slots.erase(pos); SetGarrisons sg; sg.garrs[id] = s1->army; sendAndApply(&sg); break; } case 504: { si32 tid, bid; c >> tid >> bid; CGTownInstance * t = static_cast(gs->map->objects[tid]); CBuilding * b = VLC->buildh->buildings[t->subID][bid]; for(int i=0;iresources[i] > gs->players[t->tempOwner].resources[i]) break; //no res //TODO: check requirements //TODO: check if building isn't forbidden NewStructures ns; ns.tid = tid; if(bid>36) //upg dwelling { if(t->getHordeLevel(0) == (bid-37)) ns.bid.insert(19); else if(t->getHordeLevel(1) == (bid-37)) ns.bid.insert(25); } else if(bid >= 30) //bas. dwelling { SetStrInfo ssi; ssi.tid = tid; ssi.cres = t->strInfo.creatures; ssi.cres[bid-30] = VLC->creh->creatures[t->town->basicCreatures[bid-30]].growth; sendAndApply(&ssi); } ns.bid.insert(bid); ns.builded = t->builded + 1; sendAndApply(&ns); SetResources sr; sr.player = t->tempOwner; sr.res = gs->players[t->tempOwner].resources; for(int i=0;i<7;i++) sr.res[i]-=b->resources[i]; sendAndApply(&sr); break; } case 3002: { BattleAction ba; c >> ba; switch(ba.actionType) { case 2: //walk { //battleMoveCreatureStack(ba.stackNumber, ba.destinationTile); break; } case 3: //defend { break; } case 4: //retreat/flee { //TODO: check if fleeing is possible (e.g. enemy may have Shackles of War) //TODO: calculate casualties //TODO: remove retreating hero from map and place it in recrutation list BattleResult *br = new BattleResult; br->result = 1; battleResult.set(br); break; } case 6: //walk or attack { //battleMoveCreatureStack(ba.stackNumber, ba.destinationTile); //battleAttackCreatureStack(ba.stackNumber, ba.destinationTile); break; } case 7: //shoot { //battleShootCreatureStack(ba.stackNumber, ba.destinationTile); break; } } battleMadeAction.setn(true); //sprawdzic czy po tej akcji ktoras strona nie wygrala bitwy break; } default: #ifndef __GNUC__ throw std::exception("Not supported client message!"); #else throw std::exception(); #endif break; } } } catch (const std::exception& e) { std::cerr << e.what() << std::endl; end2 = true; } catch (const std::exception * e) { std::cerr << e->what()<< std::endl; end2 = true; delete e; } catch(...) { end2 = true; } } CGameHandler::CGameHandler(void) { gs = NULL; } CGameHandler::~CGameHandler(void) { delete gs; } void CGameHandler::init(StartInfo *si, int Seed) { Mapa *map = new Mapa(si->mapname); gs = new CGameState(); gs->init(si,map,Seed); /****************************LUA OBJECT SCRIPTS************************************************/ //std::vector * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files //for (int i=0; isize(); i++) //{ // try // { // std::vector * temp = CLuaHandler::functionList((*lf)[i]); // CLuaObjectScript * objs = new CLuaObjectScript((*lf)[i]); // CLuaCallback::registerFuncs(objs->is); // //objs // for (int j=0; jsize(); j++) // { // int obid ; //obj ID // int dspos = (*temp)[j].find_first_of('_'); // obid = atoi((*temp)[j].substr(dspos+1,(*temp)[j].size()-dspos-1).c_str()); // std::string fname = (*temp)[j].substr(0,dspos); // if (skrypty->find(obid)==skrypty->end()) // skrypty->insert(std::pair >(obid,std::map())); // (*skrypty)[obid].insert(std::pair(fname,objs)); // } // delete temp; // }HANDLE_EXCEPTION //} //delete lf; } int lowestSpeed(CGHeroInstance * chi) { std::map >::iterator i = chi->army.slots.begin(); int ret = VLC->creh->creatures[(*i++).second.first].speed; for (;i!=chi->army.slots.end();i++) { ret = std::min(ret,VLC->creh->creatures[(*i).second.first].speed); } return ret; } int valMovePoints(CGHeroInstance * chi) { int ret = 1270+70*lowestSpeed(chi); if (ret>2000) ret=2000; //TODO: additional bonuses (but they aren't currently stored in chi) return ret; } void CGameHandler::newTurn() { NewTurn n; n.day = gs->day + 1; for ( std::map::iterator i=gs->players.begin() ; i!=gs->players.end();i++) { if(i->first>=PLAYER_LIMIT) continue; NewTurn::Resources r; r.player = i->first; for(int j=0;jsecond.resources[j]; for (unsigned j=0;j<(*i).second.heroes.size();j++) //handle heroes { NewTurn::Hero h; h.id = (*i).second.heroes[j]->id; h.move = valMovePoints((*i).second.heroes[j]); h.mana = (*i).second.heroes[j]->mana; n.heroes.insert(h); } for(unsigned j=0;jsecond.towns.size();j++)//handle towns { i->second.towns[j]->builded=0; //if(gs->getDate(1)==1) //first day of week //{ // for(int k=0;ksecond.towns[j]->creatureDwelling(k))//there is dwelling (k-level) // i->second.towns[j]->strInfo.creatures[k]+=i->second.towns[j]->creatureGrowth(k); // } //} if((gs->day) && i->firstsecond.towns[j]->dailyIncome(); } n.res.insert(r); } sendAndApply(&n); for (std::set::iterator i=cppscripts.begin();i!=cppscripts.end();i++) { (*i)->newTurn(); } } void CGameHandler::run() { BOOST_FOREACH(CConnection *cc, conns) {//init conn. ui8 quantity, pom; //ui32 seed; (*cc) << gs->scenarioOps->mapname << gs->map->checksum << gs->seed; (*cc) >> quantity; for(int i=0;i> pom; gsm.lock(); connections[pom] = cc; gsm.unlock(); } } for(std::set::iterator i = conns.begin(); i!=conns.end();i++) { std::set pom; for(std::map::iterator j = connections.begin(); j!=connections.end();j++) if(j->second == *i) pom.insert(j->first); boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i))); } /****************************SCRIPTS************************************************/ //std::map > * skrypty = &objscr; //alias for easier access /****************************C++ OBJECT SCRIPTS************************************************/ std::map scripts; CScriptCallback * csc = new CScriptCallback(); csc->gh = this; handleCPPObjS(&scripts,new CVisitableOPH(csc)); handleCPPObjS(&scripts,new CVisitableOPW(csc)); handleCPPObjS(&scripts,new CPickable(csc)); handleCPPObjS(&scripts,new CMines(csc)); handleCPPObjS(&scripts,new CTownScript(csc)); handleCPPObjS(&scripts,new CHeroScript(csc)); handleCPPObjS(&scripts,new CMonsterS(csc)); handleCPPObjS(&scripts,new CCreatureGen(csc)); /****************************INITIALIZING OBJECT SCRIPTS************************************************/ //std::string temps("newObject"); for (unsigned i=0; imap->objects.size(); i++) { //c++ scripts if (scripts.find(gs->map->objects[i]->ID) != scripts.end()) { gs->map->objects[i]->state = scripts[gs->map->objects[i]->ID]; gs->map->objects[i]->state->newObject(gs->map->objects[i]->id); } else { gs->map->objects[i]->state = NULL; } //// lua scripts //if(checkFunc(map->objects[i]->ID,temps)) // (*skrypty)[map->objects[i]->ID][temps]->newObject(map->objects[i]); } while (!end2) { newTurn(); for(std::map::iterator i = gs->players.begin(); i != gs->players.end(); i++) { if((i->second.towns.size()==0 && i->second.heroes.size()==0) || i->second.color<0 || i->first>=PLAYER_LIMIT ) continue; //players has not towns/castle - loser states[i->first] = 1; gs->currentPlayer = i->first; *connections[i->first] << ui16(100) << i->first; //wait till turn is done boost::unique_lock lock(mTurn); while(states[i->first] && !end2) { boost::posix_time::time_duration p; p= boost::posix_time::seconds(1); boost::xtime time={0,0}; time.sec = static_cast(p.total_seconds()); cTurn.timed_wait(lock,time); } } } }