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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 "../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"
- extern bool end;
- bool makingTurn;
- boost::condition_variable cTurn;
- boost::mutex mTurn;
- boost::shared_mutex gsm;
- 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<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);
- }
- void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
- {
- try
- {
- ui16 pom;
- while(!end)
- {
- c >> pom;
- switch(pom)
- {
- case 100: //my interface ended its turn
- {
- mTurn.lock();
- makingTurn = false;
- mTurn.unlock();
- cTurn.notify_all();
- 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
- bool 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; 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].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<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
- {
- 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;
- }
- default:
- throw std::exception("Not supported client message!");
- break;
- }
- }
- }
- catch (const std::exception& e)
- {
- std::cerr << e.what() << std::endl;
- end = true;
- }
- catch (const std::exception * e)
- {
- std::cerr << e->what()<< std::endl;
- end = true;
- delete e;
- }
- catch(...)
- {
- end = 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<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 = 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<ui8, PlayerState>::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;j<RESOURCE_QUANTITY;j++)
- r.resources[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(unsigned j=0;j<i->second.towns.size();j++)//handle towns
- {
- i->second.towns[j]->builded=0;
- //if(gs->getDate(1)==1) //first day of week
- //{
- // for(int k=0;k<CREATURES_PER_TOWN;k++) //creature growths
- // {
- // if(i->second.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->first<PLAYER_LIMIT)//not the first day and town not neutral
- r.resources[6] += i->second.towns[j]->dailyIncome();
- }
- n.res.insert(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]);
- }
- while (!end)
- {
- 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) continue; //players has not towns/castle - loser
- makingTurn = true;
- gs->currentPlayer = i->first;
- *connections[i->first] << ui16(100) << i->first;
- //wait till turn is done
- boost::unique_lock<boost::mutex> lock(mTurn);
- while(makingTurn && !end)
- {
- boost::posix_time::time_duration p;
- p= boost::posix_time::seconds(1);
- cTurn.timed_wait(lock,p);
- }
- }
- }
- }
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