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vcmi/server/CGameHandler.cpp

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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"
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#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"
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#ifndef _MSC_VER
#include <boost/thread/xtime.hpp>
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#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, boost::function<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 ;
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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) );
}
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//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();
}
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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
}
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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;
}
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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;
}
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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;
}
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case 500:
{
si32 id;
c >> id;
RemoveObject rh(id);
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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]);
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int cost = (int)((double)h->getTileCost(t.tertype,t.malle,t.nuine) * distance(start,end));
TryMoveHero tmh;
tmh.id = id;
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tmh.start = start;
tmh.end = end;
tmh.result = 0;
tmh.movePoints = h->movement;
if((h->getOwner() != gs->currentPlayer) || //not turn of that hero
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(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;
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//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;
}
}
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//we start moving
if(blockvis)//interaction with blocking object (like resources)
{
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sendAndApply(&tmh); //failed to move to that tile but we visit object
BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
{
if (obj->blockVisit)
{
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//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;
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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));
}
}
}
}
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sendAndApply(&tmh);
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BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)//call objects if they are visited
{
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//if(gs->checkFunc(obj->ID,"heroVisit")) //script function
// gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID);
if(obj->state) //hard-coded function
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obj->state->onHeroVisit(obj->id,h->id);
}
}
break;
fail:
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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
{
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()->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
{
//town will be empty
SetGarrisons sg;
sg.garrs[tid] = CCreatureSet();
sendAndApply(&sg);
SetHeroesInTown intown;
intown.tid = tid;
intown.garrison = -1;
intown.visiting = town->garrisonHero->id;
sendAndApply(&intown);
}
else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
{
SetGarrisons sg;
sg.garrs[town->id] = town->visitingHero->army;
sendAndApply(&sg);
SetHeroesInTown intown;
intown.tid = tid;
intown.garrison = town->visitingHero->id;
intown.visiting = town->garrisonHero->id;
sendAndApply(&intown);
}
else
{
std::cout << "Warning, wrong garrison swap command for " << tid << std::endl;
}
break;
}
case 2001:
{
ui32 qid, answer;
c >> qid >> answer;
gsm.lock();
boost::function<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
{
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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
{
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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
{
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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:
;
}
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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();
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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);
}
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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::seconds(1);
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#ifdef _MSC_VER
states.cv.timed_wait(lock,p);
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#else
boost::xtime time={0,0};
time.sec = static_cast<boost::xtime::xtime_sec_t>(p.total_seconds());
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states.cv.timed_wait(lock,time);
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#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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}