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- #include <boost/foreach.hpp>
- #include <boost/thread.hpp>
- #include <boost/thread/shared_mutex.hpp>
- #include <boost/bind.hpp>
- #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 "../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"
- #ifndef _MSC_VER
- #include <boost/thread/xtime.hpp>
- #endif
- 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::mutex gsm;
- ui32 CGameHandler::QID = 1;
- CondSh<bool> battleMadeAction;
- CondSh<BattleResult *> battleResult(NULL);
- std::map<ui32, CFunctionList<void(ui32)> > callbacks; //question id => callback function - for selection dialogs
- 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;
- //}
- PlayerStatus PlayerStatuses::operator[](ui8 player)
- {
- boost::unique_lock<boost::mutex> l(mx);
- if(players.find(player) != players.end())
- {
- return players[player];
- }
- else
- {
- throw std::string("No such player!");
- }
- }
- void PlayerStatuses::addPlayer(ui8 player)
- {
- boost::unique_lock<boost::mutex> l(mx);
- players[player];
- }
- bool PlayerStatuses::hasQueries(ui8 player)
- {
- boost::unique_lock<boost::mutex> l(mx);
- if(players.find(player) != players.end())
- {
- return players[player].queries.size();
- }
- else
- {
- throw std::string("No such player!");
- }
- }
- bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
- {
- boost::unique_lock<boost::mutex> l(mx);
- if(players.find(player) != players.end())
- {
- return players[player].*flag;
- }
- else
- {
- throw std::string("No such player!");
- }
- }
- void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
- {
- boost::unique_lock<boost::mutex> l(mx);
- if(players.find(player) != players.end())
- {
- players[player].*flag = val;
- }
- else
- {
- throw std::string("No such player!");
- }
- cv.notify_all();
- }
- void PlayerStatuses::addQuery(ui8 player, ui32 id)
- {
- boost::unique_lock<boost::mutex> l(mx);
- if(players.find(player) != players.end())
- {
- players[player].queries.insert(id);
- }
- else
- {
- throw std::string("No such player!");
- }
- cv.notify_all();
- }
- void PlayerStatuses::removeQuery(ui8 player, ui32 id)
- {
- boost::unique_lock<boost::mutex> l(mx);
- if(players.find(player) != players.end())
- {
- players[player].queries.erase(id);
- }
- else
- {
- throw std::string("No such player!");
- }
- cv.notify_all();
- }
- void CGameHandler::handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script)
- {
- std::vector<int> tempv = script->yourObjects();
- for (unsigned i=0;i<tempv.size();i++)
- {
- (*mapa)[tempv[i]]=script;
- }
- cppscripts.insert(script);
- }
- template <typename T>
- void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
- {
- fun(args[which]);
- }
- void CGameHandler::changeSecSkill(int ID, ui16 which, int val, bool abs)
- {
- SetSecSkill sps;
- sps.id = ID;
- sps.which = which;
- sps.abs = abs;
- sps.val = val;
- sendAndApply(&sps);
- }
- void CGameHandler::changePrimSkill(int ID, int which, int val, bool abs)
- {
- SetPrimSkill sps;
- sps.id = ID;
- sps.which = which;
- sps.abs = abs;
- sps.val = val;
- sendAndApply(&sps);
- if(which==4) //only for exp - hero may level up
- {
- CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);
- if(hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level
- {
- //give prim skill
- std::cout << hero->name <<" got level "<<hero->level<<std::endl;
- int r = rand()%100, pom=0, x=0;
- int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
- for(;x<PRIMARY_SKILLS;x++)
- {
- pom += hero->type->heroClass->primChance[x].*g;
- if(r<pom)
- break;
- }
- std::cout << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl;
- SetPrimSkill sps;
- sps.id = ID;
- sps.which = x;
- sps.abs = false;
- sps.val = 1;
- sendAndApply(&sps);
- HeroLevelUp hlu;
- hlu.heroid = ID;
- hlu.primskill = x;
- hlu.level = hero->level+1;
- //picking sec. skills for choice
- std::set<int> basicAndAdv, expert, none;
- for(int i=0;i<SKILL_QUANTITY;i++) none.insert(i);
- for(unsigned i=0;i<hero->secSkills.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
- {
- hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
- }
- else
- {
- int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);
- hlu.skills.push_back(s);
- basicAndAdv.erase(s);
- }
- if(basicAndAdv.size())
- {
- hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //new skill
- }
- else if(hero->secSkills.size() < hero->type->heroClass->skillLimit)
- {
- hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
- }
- boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::changeSecSkill,this,ID,_1,1,0)),_1));
- applyAndAsk(&hlu,hero->tempOwner,callback); //call changeSecSkill with appropriate args when client responds
- }
- }
- }
- void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2)
- {
- BattleInfo *curB = new BattleInfo;
- setupBattle(curB, tile, army1, army2, hero1, hero2); //battle start
- 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<CStack*> & stacks = (gs->curB->stacks);
- const BattleInfo & curB = *gs->curB;
- //stack loop
- for(unsigned i=0;i<stacks.size() && !battleResult.get();i++)
- {
- if(!stacks[i]->alive) continue;//indicates imposiibility of making action for this dead unit
- BattleSetActiveStack sas;
- sas.stack = stacks[i]->ID;
- sendAndApply(&sas);
- //wait for response about battle action
- boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
- while(!battleMadeAction.data)
- battleMadeAction.cond.wait(lock);
- battleMadeAction.data = false;
- }
- }
- //unblock engaged players
- if(hero1->tempOwner<PLAYER_LIMIT)
- states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,false);
- if(hero2 && hero2->tempOwner<PLAYER_LIMIT)
- states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,false);
- //end battle, remove all info, free memory
- sendAndApply(battleResult.data);
- delete battleResult.data;
- //for(int i=0;i<stacks.size();i++)
- // delete stacks[i];
- //delete curB;
- //curB = NULL;
- }
- void prepareAttack(BattleAttack &bat, CStack *att, CStack *def)
- {
- bat.stackAttacking = att->ID;
- bat.bsa.stackAttacked = def->ID;
- bat.bsa.damageAmount = BattleInfo::calculateDmg(att, def);//counting dealt damage
- //applying damages
- bat.bsa.killedAmount = bat.bsa.damageAmount / def->creature->hitPoints;
- unsigned damageFirst = bat.bsa.damageAmount % def->creature->hitPoints;
- if( def->firstHPleft <= damageFirst )
- {
- bat.bsa.killedAmount++;
- bat.bsa.newHP = def->firstHPleft + def->creature->hitPoints - damageFirst;
- }
- else
- {
- bat.bsa.newHP = def->firstHPleft - damageFirst;
- }
- if(def->amount <= bat.bsa.killedAmount) //stack killed
- {
- bat.bsa.newAmount = 0;
- bat.bsa.flags |= 1;
- }
- else
- {
- bat.bsa.newAmount = def->amount - bat.bsa.killedAmount;
- }
- }
- void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
- {
- try
- {
- ui16 pom;
- while(!end2)
- {
- c >> pom;
- bool blockvis = false;
- switch(pom)
- {
- case 100: //my interface ended its turn
- {
- states.setFlag(gs->currentPlayer,&PlayerStatus::makingTurn,false);
- break;
- }
- case 500:
- {
- si32 id;
- c >> id;
- RemoveObject 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<CGHeroInstance *>(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->id);
- }
- }
- break;
- }
- else //normal move
- {
- tmh.result = 1;
- BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[start.x-1][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->id);
- }
- //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; xd<xend; ++xd) //revealing part of map around heroes
- {
- for(int yd=ybeg; yd<yend; ++yd)
- {
- int deltaX = (hmpos.x-xd)*(hmpos.x-xd);
- int deltaY = (hmpos.y-yd)*(hmpos.y-yd);
- if(deltaX+deltaY<h->getSightDistance()*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<CArmedInstance*>(gs->map->objects[id1]),
- *s2 = static_cast<CArmedInstance*>(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].second)
- S1->slots.erase(p1);
- if(!S2->slots[p2].second)
- 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);
- }
- if((s1->ID==34 && !S1->slots.size()) //it's not allowed to take last stack from hero army!
- || (s2->ID==34 && !S2->slots.size()))
- {
- break;
- }
- 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<CArmedInstance*>(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<CGTownInstance*>(gs->map->objects[tid]);
- CBuilding * b = VLC->buildh->buildings[t->subID][bid];
- for(int i=0;i<RESOURCE_QUANTITY;i++)
- if(b->resources[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
- {
- SetAvailableCreatures ssi;
- ssi.tid = tid;
- ssi.creatures = t->strInfo.creatures;
- ssi.creatures[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 506: //recruit creature
- {
- si32 objid, ser=-1; //ser - used dwelling level
- ui32 crid, cram; //recruited creature id and amount
- c >> objid >> crid >> cram;
- CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[objid]);
- //verify
- bool found = false;
- typedef std::pair<const int,int> Parka;
- for(std::map<si32,ui32>::iterator av = t->strInfo.creatures.begin(); av!=t->strInfo.creatures.end(); av++)
- {
- if( ( found = (crid == t->town->basicCreatures[av->first]) ) //creature is available among basic cretures
- || (found = (crid == t->town->upgradedCreatures[av->first])) )//creature is available among upgraded cretures
- {
- cram = std::min(cram,av->second); //reduce recruited amount up to available amount
- ser = av->first;
- break;
- }
- }
- int slot = t->army.getSlotFor(crid);
- if(!found || //no such creature
- cram > VLC->creh->creatures[crid].maxAmount(gs->players[t->tempOwner].resources) || //lack of resources
- cram<=0 ||
- slot<0 )
- break;
- //recruit
- SetResources sr;
- sr.player = t->tempOwner;
- for(int i=0;i<RESOURCE_QUANTITY;i++)
- sr.res[i] = gs->players[t->tempOwner].resources[i] - (VLC->creh->creatures[crid].cost[i] * cram);
- SetAvailableCreatures sac;
- sac.tid = objid;
- sac.creatures = t->strInfo.creatures;
- sac.creatures[ser] -= cram;
- SetGarrisons sg;
- sg.garrs[objid] = t->army;
- if(sg.garrs[objid].slots.find(slot) == sg.garrs[objid].slots.end()) //take a free slot
- {
- sg.garrs[objid].slots[slot] = std::make_pair(crid,cram);
- }
- else //add creatures to a already existing stack
- {
- sg.garrs[objid].slots[slot].second += cram;
- }
- sendAndApply(&sr);
- sendAndApply(&sac);
- sendAndApply(&sg);
- break;
- }
- case 507://upgrade creature
- {
- ui32 objid, upgID;
- ui8 pos;
- c >> objid >> pos >> upgID;
- CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid]);
- UpgradeInfo ui = gs->getUpgradeInfo(obj,pos);
- int player = obj->tempOwner;
- int crQuantity = obj->army.slots[pos].second;
- //check if upgrade is possible
- if(ui.oldID<0 || !vstd::contains(ui.newID,upgID))
- break;
- //check if player has enough resources
- for(int i=0;i<ui.cost.size();i++)
- {
- for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
- {
- if(gs->players[player].resources[j->first] < j->second*crQuantity)
- goto upgend;
- }
- }
- //take resources
- for(int i=0;i<ui.cost.size();i++)
- {
- for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
- {
- SetResource sr;
- sr.player = player;
- sr.resid = j->first;
- sr.val = gs->players[player].resources[j->first] - j->second*crQuantity;
- sendAndApply(&sr);
- }
- }
- {
- //upgrade creature
- SetGarrisons sg;
- sg.garrs[objid] = obj->army;
- sg.garrs[objid].slots[pos].first = upgID;
- sendAndApply(&sg);
- }
- upgend:
- break;
- }
- case 508: //garrison swap
- {
- si32 tid;
- c >> tid;
- CGTownInstance *town = gs->getTown(tid);
- if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies
- {
- CCreatureSet csn = town->visitingHero->army, cso = town->army;
- while(!cso.slots.empty())//while there are unmoved creatures
- {
- int pos = csn.getSlotFor(cso.slots.begin()->second.first);
- if(pos<0)
- goto handleConEnd;
- if(csn.slots.find(pos)!=csn.slots.end()) //add creatures to the existing stack
- {
- csn.slots[pos].second += cso.slots.begin()->second.second;
- }
- else //move stack on the free pos
- {
- csn.slots[pos].first = cso.slots.begin()->second.first;
- csn.slots[pos].second = cso.slots.begin()->second.second;
- }
- cso.slots.erase(cso.slots.begin());
- }
- SetGarrisons sg;
- sg.garrs[town->visitingHero->id] = csn;
- sg.garrs[town->id] = csn;
- sendAndApply(&sg);
- SetHeroesInTown intown;
- intown.tid = tid;
- intown.visiting = -1;
- intown.garrison = town->visitingHero->id;
- sendAndApply(&intown);
- }
- else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
- {
- SetHeroesInTown intown;
- intown.tid = tid;
- intown.garrison = -1;
- intown.visiting = town->garrisonHero->id;
- sendAndApply(&intown);
- //town will be empty
- SetGarrisons sg;
- sg.garrs[tid] = CCreatureSet();
- sendAndApply(&sg);
- }
- else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
- {
- SetGarrisons sg;
- sg.garrs[town->id] = town->visitingHero->army;
- sg.garrs[town->garrisonHero->id] = town->garrisonHero->army;
- //sg.garrs[town->visitingHero->id] = town->visitingHero->army;
- SetHeroesInTown intown;
- intown.tid = tid;
- intown.garrison = town->visitingHero->id;
- intown.visiting = town->garrisonHero->id;
- sendAndApply(&intown);
- sendAndApply(&sg);
- }
- else
- {
- std::cout << "Warning, wrong garrison swap command for " << tid << std::endl;
- }
- break;
- }
- case 509: //swap artifacts
- {
- si32 hid1, hid2;
- ui16 slot1, slot2;
- c >> hid1 >> slot1 >> hid2 >> slot2;
- CGHeroInstance *h1 = gs->getHero(hid1), *h2 = gs->getHero(hid2);
- if((distance(h1->pos,h2->pos) > 1.0) || (h1->tempOwner != h2->tempOwner))
- break;
- int a1=h1->getArtAtPos(slot1), a2=h2->getArtAtPos(slot2);
- h2->setArtAtPos(slot2,a1);
- h1->setArtAtPos(slot1,a2);
- SetHeroArtifacts sha;
- sha.hid = hid1;
- sha.artifacts = h1->artifacts;
- sha.artifWorn = h1->artifWorn;
- sendAndApply(&sha);
- if(hid1 != hid2)
- {
- sha.hid = hid2;
- sha.artifacts = h2->artifacts;
- sha.artifWorn = h2->artifWorn;
- sendAndApply(&sha);
- }
- break;
- }
- case 510: //buy artifact
- {
- ui32 hid;
- si32 aid, bid;
- c >> hid >> aid;
- CGHeroInstance *hero = gs->getHero(hid);
- CGTownInstance *town = hero->visitedTown;
- if(aid==0)
- {
- if(!vstd::contains(town->builtBuildings,si32(0)))
- break;
- SetResource sr;
- sr.player = hero->tempOwner;
- sr.resid = 6;
- sr.val = gs->players[hero->tempOwner].resources[6] - 500;
- sendAndApply(&sr);
- SetHeroArtifacts sha;
- sha.hid = hid;
- sha.artifacts = hero->artifacts;
- sha.artifWorn = hero->artifWorn;
- sha.artifWorn[17] = 0;
- sendAndApply(&sha);
- }
-
- //TODO: war machines
- break;
- }
- case 2001:
- {
- ui32 qid, answer;
- c >> qid >> answer;
- gsm.lock();
- CFunctionList<void(ui32)> callb = callbacks[qid];
- callbacks.erase(qid);
- gsm.unlock();
- callb(answer);
- break;
- }
- case 3002:
- {
- BattleAction ba;
- c >> ba;
- switch(ba.actionType)
- {
- case 2: //walk
- {
- moveStack(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
- {
- moveStack(ba.stackNumber,ba.destinationTile);
- CStack *curStack = gs->curB->getStack(ba.stackNumber),
- *stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
- if((curStack->position != ba.destinationTile) || //we wasn't able to reach destination tile
- (BattleInfo::mutualPosition(ba.destinationTile,ba.additionalInfo)<0) ) //destination tile is not neighbouring with enemy stack
- return;
- BattleAttack bat;
- prepareAttack(bat,curStack,stackAtEnd);
- sendAndApply(&bat);
- break;
- }
- case 7: //shoot
- {
- CStack *curStack = gs->curB->getStack(ba.stackNumber),
- *destStack= gs->curB->getStackT(ba.destinationTile);
- BattleAttack bat;
- prepareAttack(bat,curStack,destStack);
- bat.flags |= 1;
- sendAndApply(&bat);
- 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;
- }
- handleConEnd:
- ;
- }
- void CGameHandler::moveStack(int stack, int dest)
- {
- CStack *curStack = gs->curB->getStack(stack),
- *stackAtEnd = gs->curB->getStackT(dest);
- //initing necessary tables
- bool accessibility[187];
- if(curStack->creature->isDoubleWide())
- gs->curB->getAccessibilityMapForTwoHex(accessibility,curStack->attackerOwned,curStack->ID);
- else
- gs->curB->getAccessibilityMap(accessibility,curStack->ID);
- if((stackAtEnd && stackAtEnd->alive) || !accessibility[dest])
- return;
- //if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex
- // return false;
- std::vector<int> path = gs->curB->getPath(curStack->position,dest,accessibility);
- int tilesToMove = std::max((int)path.size()-curStack->creature->speed, 0);
- for(int v=path.size()-1; v>=tilesToMove; --v)
- {
- //inform clients about move
- BattleStackMoved sm;
- sm.stack = curStack->ID;
- sm.tile = path[v];
- if(v==path.size()-1) //move start - set flag
- sm.flags |= 1;
- if(v==0) //move end - set flag
- sm.flags |= 2;
- sendAndApply(&sm);
- }
- }
- 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<std::string> * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files
- //for (int i=0; i<lf->size(); i++)
- //{
- // try
- // {
- // std::vector<std::string> * temp = CLuaHandler::functionList((*lf)[i]);
- // CLuaObjectScript * objs = new CLuaObjectScript((*lf)[i]);
- // CLuaCallback::registerFuncs(objs->is);
- // //objs
- // for (int j=0; j<temp->size(); 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<int, std::map<std::string, CObjectScript*> >(obid,std::map<std::string,CObjectScript*>()));
- // (*skrypty)[obid].insert(std::pair<std::string, CObjectScript*>(fname,objs));
- // }
- // delete temp;
- // }HANDLE_EXCEPTION
- //}
- //delete lf;
- }
- int lowestSpeed(CGHeroInstance * chi)
- {
- std::map<si32,std::pair<ui32,si32> >::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;
- n.resetBuilded = true;
- for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
- {
- if(i->first>=PLAYER_LIMIT) continue;
- SetResources r;
- r.player = i->first;
- for(int j=0;j<RESOURCE_QUANTITY;j++)
- r.res[j] = i->second.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(std::vector<CGTownInstance *>::iterator j=i->second.towns.begin();j!=i->second.towns.end();j++)//handle towns
- {
- if(gs->getDate(1)==7) //first day of week
- {
- SetAvailableCreatures sac;
- sac.tid = (**j).id;
- sac.creatures = (**j).strInfo.creatures;
- for(int k=0;k<CREATURES_PER_TOWN;k++) //creature growths
- {
- if((**j).creatureDwelling(k))//there is dwelling (k-level)
- sac.creatures[k] += (**j).creatureGrowth(k);
- }
- n.cres.push_back(sac);
- }
- if((gs->day) && i->first<PLAYER_LIMIT)//not the first day and town not neutral
- r.res[6] += (**j).dailyIncome();
- }
- n.res.push_back(r);
- }
- sendAndApply(&n);
- for (std::set<CCPPObjectScript *>::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<quantity;i++)
- {
- (*cc) >> pom;
- gsm.lock();
- connections[pom] = cc;
- gsm.unlock();
- }
- }
-
- for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
- {
- std::set<int> pom;
- for(std::map<int,CConnection*>::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<int, std::map<std::string, CObjectScript*> > * skrypty = &objscr; //alias for easier access
- /****************************C++ OBJECT SCRIPTS************************************************/
- std::map<int,CCPPObjectScript*> 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; i<gs->map->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]);
- }
- for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
- states.addPlayer(i->first);
- while (!end2)
- {
- newTurn();
- for(std::map<ui8,PlayerState>::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.setFlag(i->first,&PlayerStatus::makingTurn,true);
- gs->currentPlayer = i->first;
- *connections[i->first] << ui16(100) << i->first;
- //wait till turn is done
- boost::unique_lock<boost::mutex> lock(states.mx);
- while(states.players[i->first].makingTurn && !end2)
- {
- boost::posix_time::time_duration p;
- p = boost::posix_time::milliseconds(200);
- #ifdef _MSC_VER
- states.cv.timed_wait(lock,p);
- #else
- boost::xtime time={0,0};
- time.nsec = static_cast<boost::xtime::xtime_nsec_t>(p.total_nanoseconds());
- states.cv.timed_wait(lock,time);
- #endif
- }
- }
- }
- }
- void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 )
- {
- battleResult.set(NULL);
- std::vector<CStack*> & stacks = (curB->stacks);
- curB->tile = tile;
- curB->siege = 0; //TODO: add sieges
- curB->army1=army1;
- curB->army2=army2;
- curB->hero1=(hero1)?(hero1->id):(-1);
- curB->hero2=(hero2)?(hero2->id):(-1);
- curB->side1=(hero1)?(hero1->tempOwner):(-1);
- curB->side2=(hero2)?(hero2->tempOwner):(-1);
- curB->round = -2;
- curB->activeStack = -1;
- for(std::map<si32,std::pair<ui32,si32> >::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<si32,std::pair<ui32,si32> >::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; g<stacks.size(); ++g) //shifting positions of two-hex creatures
- {
- if((stacks[g]->position%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->tempOwner<PLAYER_LIMIT)
- states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,true);
- if(hero2 && hero2->tempOwner<PLAYER_LIMIT)
- states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
- //send info about battles
- BattleStart bs;
- bs.info = curB;
- sendAndApply(&bs);
- }
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