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vcmi/server/CGameHandler.cpp

1898 lines
57 KiB
C++

#include "../CGameState.h"
#include "../CLua.h"
#include "../StartInfo.h"
#include "../hch/CArtHandler.h"
#include "../hch/CBuildingHandler.h"
#include "../hch/CDefObjInfoHandler.h"
#include "../hch/CHeroHandler.h"
#include "../hch/CObjectHandler.h"
#include "../hch/CSpellHandler.h"
#include "../hch/CTownHandler.h"
#include "../lib/CondSh.h"
#include "../lib/Connection.h"
#include "../lib/NetPacks.h"
#include "../lib/VCMI_Lib.h"
#include "../map.h"
#include "CGameHandler.h"
#include "CScriptCallback.h"
#include <boost/bind.hpp>
#include <boost/date_time/posix_time/posix_time_types.hpp> //no i/o just types
#include <boost/foreach.hpp>
#include <boost/thread.hpp>
#include <boost/thread/shared_mutex.hpp>
#include <fstream>
#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:
inline bool operator ()(const CStack* a, const CStack* b)
{
return (a->speed())>(b->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) );
}
int getSchoolLevel(const CGHeroInstance *h, const CSpell *s)
{
int ret = 0;
if(s->fire)
ret = std::max(ret,h->getSecSkillLevel(14));
if(s->air)
ret = std::max(ret,h->getSecSkillLevel(15));
if(s->water)
ret = std::max(ret,h->getSecSkillLevel(16));
if(s->earth)
ret = std::max(ret,h->getSecSkillLevel(17));
return ret;
}
void giveExp(BattleResult &r)
{
r.exp[0] = 0;
r.exp[1] = 0;
for(std::set<std::pair<ui32,si32> >::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
{
r.exp[r.winner] += VLC->creh->creatures[i->first].hitPoints * i->second;
}
}
//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
tlog5 << 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;
}
tlog5 << "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 < 3)
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
}
}
}
CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat)
{
CCreatureSet ret(set);
for(int i=0; i<bat->stacks.size();i++)
{
CStack *st = bat->stacks[i];
if(st->owner==color && vstd::contains(set.slots,st->slot) && st->amount < set.slots.find(st->slot)->second.second)
{
if(st->alive())
ret.slots[st->slot].second = st->amount;
else
ret.slots.erase(st->slot);
}
}
return ret;
}
void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb)
{
BattleInfo *curB = new BattleInfo;
setupBattle(curB, tile, army1, army2, hero1, hero2); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
NEW_ROUND;
//TODO: pre-tactic stuff, call scripts etc.
//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
CStack *next;
while(!battleResult.get() && (next=gs->curB->getNextStack()))
{
BattleSetActiveStack sas;
sas.stack = next->ID;
sendAndApply(&sas);
boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
while(!battleMadeAction.data && !battleResult.get()) //active stack hasn't made its action and battle is still going
battleMadeAction.cond.wait(lock);
battleMadeAction.data = false;
checkForBattleEnd(stacks); //check if this action ended the battle
}
}
//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);
//casualties among heroes armies
SetGarrisons sg;
if(hero1)
sg.garrs[hero1->id] = takeCasualties(hero1->tempOwner,hero1->army,gs->curB);
if(hero2)
sg.garrs[hero2->id] = takeCasualties(hero2->tempOwner,hero2->army,gs->curB);
sendAndApply(&sg);
//end battle, remove all info, free memory
giveExp(*battleResult.data);
sendAndApply(battleResult.data);
if(cb)
cb(battleResult.data);
//if one hero has lost we will erase him
if(battleResult.data->winner!=0 && hero1)
{
RemoveObject ro(hero1->id);
sendAndApply(&ro);
}
if(battleResult.data->winner!=1 && hero2)
{
RemoveObject ro(hero2->id);
sendAndApply(&ro);
}
//give exp
if(battleResult.data->exp[0] && hero1)
changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
if(battleResult.data->exp[1] && hero2)
changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
delete battleResult.data;
}
void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, CStack *def)
{
bsa.killedAmount = bsa.damageAmount / def->creature->hitPoints;
unsigned damageFirst = bsa.damageAmount % def->creature->hitPoints;
if( def->firstHPleft <= damageFirst )
{
bsa.killedAmount++;
bsa.newHP = def->firstHPleft + def->creature->hitPoints - damageFirst;
}
else
{
bsa.newHP = def->firstHPleft - damageFirst;
}
if(def->amount <= bsa.killedAmount) //stack killed
{
bsa.newAmount = 0;
bsa.flags |= 1;
bsa.killedAmount = def->amount; //we cannot kill more creatures than we have
}
else
{
bsa.newAmount = def->amount - bsa.killedAmount;
}
}
void CGameHandler::prepareAttack(BattleAttack &bat, CStack *att, CStack *def)
{
bat.stackAttacking = att->ID;
bat.bsa.stackAttacked = def->ID;
bat.bsa.damageAmount = BattleInfo::calculateDmg(att, def, gs->getHero(att->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), gs->getHero(def->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), bat.shot());//counting dealt damage
prepareAttacked(bat.bsa,def);
}
void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
{
try
{
ui16 pom;
while(!end2)
{
c >> pom;
bool blockvis = false;
switch(pom)
{
case 98:
{
std::string fname;
c >> fname;
CSaveFile save(fname);
save << VLC->heroh << this;
//save << this;
break;
}
case 99: //end!
{
tlog0 << "We have been requested to close.\n";
exit(0);
}
case 100: //my interface ended its turn
{
states.setFlag(gs->currentPlayer,&PlayerStatus::makingTurn,false);
break;
}
case 500: //dismiss hero
{
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;
tlog5 << "Interface wants to move hero "<<id << " from "<<start << " to " << end << std::endl;
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);
}
}
tlog5 << "Blocing visit at " << hmpos << std::endl;
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);
}
tmh.fowRevealed = gs->tilesToReveal(h->getPosition(false),h->getSightDistance(),h->tempOwner);
sendAndApply(&tmh);
tlog5 << "Moved to " <<tmh.end<<std::endl;
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);
}
}
tlog5 << "Movement end!\n";
break;
fail:
tlog2 << "Movement failed to " << tmh.end << std::endl;
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 temp1 = s1->army, temp2 = s2->army,
&S1 = temp1, &S2 = (s1!=s2)?(temp2):(temp1);
if(what==1) //swap
{
std::swap(S1.slots[p1],S2.slots[p2]);
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.erase(p1);
}
else if(what==3) //split
{
si32 val;
c >> val;
if( vstd::contains(S2.slots,p2) //dest. slot not free
|| !vstd::contains(S1.slots,p1) //no creatures to split
|| S1.slots[p1].second < val //not enough creatures
|| val<1 //val must be positive
)
break;
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->needsLastStack() && !S1.slots.size()) //it's not allowed to take last stack from hero army!
|| (s2->needsLastStack() && !S2.slots.size())
)
{
break; //leave without applying changes to garrison
}
SetGarrisons sg;
sg.garrs[id1] = S1;
if(s1 != s2)
sg.garrs[id2] = S2;
sendAndApply(&sg);
break;
}
case 503: //disband creature
{
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: //build structure
{
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
for( std::set<int>::iterator ri = VLC->townh->requirements[t->subID][bid].begin();
ri != VLC->townh->requirements[t->subID][bid].end();
ri++ )
{
if(!vstd::contains(t->builtBuildings,*ri))
break; //lack of requirements - cannot build
}
if(vstd::contains(t->forbiddenBuildings,bid))
break; //this building is 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);
if(bid<5) //it's mage guild
{
if(t->visitingHero)
giveSpells(t,t->visitingHero);
if(t->garrisonHero)
giveSpells(t,t->garrisonHero);
}
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
{
tlog3 << "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) //spellbok
{
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);
giveSpells(town,hero);
}
else if(aid < 7 && aid > 3) //war machine
{
int price = VLC->arth->artifacts[aid].price;
if(vstd::contains(hero->artifWorn,ui16(9+aid)) //hero already has this machine
|| !vstd::contains(town->builtBuildings,si32(16)) //no blackismith
|| gs->players[hero->tempOwner].resources[6] < price //no gold
|| town->town->warMachine!= aid ) //this machine is not available here (//TODO: support ballista yard in stronghold)
{
break;
}
SetResource sr;
sr.player = hero->tempOwner;
sr.resid = 6;
sr.val = gs->players[hero->tempOwner].resources[6] - price;
sendAndApply(&sr);
SetHeroArtifacts sha;
sha.hid = hid;
sha.artifacts = hero->artifacts;
sha.artifWorn = hero->artifWorn;
sha.artifWorn[9+aid] = aid;
sendAndApply(&sha);
}
break;
}
case 511: //trade at marketplace
{
ui8 player;
ui32 mode, id1, id2, val;
c >> player >> mode >> id1 >> id2 >> val;
val = std::min(si32(val),gs->players[player].resources[id1]);
double uzysk = (double)gs->resVals[id1] * val * gs->getMarketEfficiency(player);
uzysk /= gs->resVals[id2];
SetResource sr;
sr.player = player;
sr.resid = id1;
sr.val = gs->players[player].resources[id1] - val;
sendAndApply(&sr);
sr.resid = id2;
sr.val = gs->players[player].resources[id2] + (int)uzysk;
sendAndApply(&sr);
break;
}
case 512:
{
si32 hid;
ui8 formation;
c >> hid >> formation;
gs->getHero(hid)->army.formation = formation;
break;
}
case 513:
{
std::string message;
c >> message;
bool cheated=true;
sendDataToClients(ui16(513));
sendDataToClients(ui8(*players.begin()));
sendDataToClients(message);
if(message == "vcmiistari") //give all spells and 999 mana
{
SetMana sm;
ChangeSpells cs;
cs.learn = 1;
for(int i=0;i<VLC->spellh->spells.size();i++)
cs.spells.insert(i);
sm.hid = cs.hid = gs->players[*players.begin()].currentSelection;
sm.val = 999;
if(gs->getHero(cs.hid))
{
sendAndApply(&cs);
sendAndApply(&sm);
}
}
else if(message == "vcmiainur") //gives 5 archangels into each slot
{
SetGarrisons sg;
CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
if(!hero) break;
sg.garrs[hero->id] = hero->army;
for(int i=0;i<7;i++)
if(!vstd::contains(sg.garrs[hero->id].slots,i))
sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(13,5);
sendAndApply(&sg);
}
else if(message == "vcmiangband") //gives 10 black knightinto each slot
{
SetGarrisons sg;
CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
if(!hero) break;
sg.garrs[hero->id] = hero->army;
for(int i=0;i<7;i++)
if(!vstd::contains(sg.garrs[hero->id].slots,i))
sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(66,10);
sendAndApply(&sg);
}
else if(message == "vcminoldor") //all war machines
{
CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
if(!hero) break;
SetHeroArtifacts sha;
sha.hid = hero->id;
sha.artifacts = hero->artifacts;
sha.artifWorn = hero->artifWorn;
sha.artifWorn[13] = 4;
sha.artifWorn[14] = 5;
sha.artifWorn[15] = 6;
sendAndApply(&sha);
}
else if(message == "vcminahar") //1000000 movement points
{
CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
if(!hero) break;
SetMovePoints smp;
smp.hid = hero->id;
smp.val = 1000000;
sendAndApply(&smp);
}
else if(message == "vcmiformenos") //give resources
{
SetResources sr;
sr.player = *players.begin();
sr.res = gs->players[sr.player].resources;
for(int i=0;i<7;i++)
sr.res[i] += 100;
sr.res[6] += 19900;
sendAndApply(&sr);
}
else if(message == "vcmieagles") //reveal FoW
{
FoWChange fc;
fc.player = *players.begin();
for(int i=0;i<gs->map->width;i++)
for(int j=0;j<gs->map->height;j++)
for(int k=0;k<gs->map->twoLevel+1;k++)
if(!gs->players[fc.player].fogOfWarMap[i][j][k])
fc.tiles.insert(int3(i,j,k));
sendAndApply(&fc);
}
else if(message == "vcmiglorfindel")
{
CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
}
else
cheated = false;
if(cheated)
{
message = "CHEATER!!!";
sendDataToClients(ui16(513));
sendDataToClients(ui8(*players.begin()));
sendDataToClients(message);
}
break;
}
case 514:
{
ui32 id;
c >> id;
gs->players[*players.begin()].currentSelection = id;
break;
}
case 515:
{
ui32 tid;
ui8 hid;
c >> tid >> hid;
CGTownInstance *t = gs->getTown(tid);
if(!vstd::contains(players,t->tempOwner) //not our town
|| !vstd::contains(t->builtBuildings,5) //no tavern in the town
|| gs->players[t->tempOwner].resources[6]<2500 //not enough gold
|| t->visitingHero //there is visiting hero - no place
|| gs->players[t->tempOwner].heroes.size()>7 //8 hero limit
)
break;
CGHeroInstance *nh = gs->players[t->tempOwner].availableHeroes[hid];
HeroRecruited hr;
hr.tid = tid;
hr.hid = nh->subID;
hr.player = t->tempOwner;
hr.tile = t->pos - int3(1,0,0);
sendAndApply(&hr);
SetAvailableHeroes sah;
(hid ? sah.hid2 : sah.hid1) = gs->hpool.pickHeroFor(false,t->tempOwner,t->town)->subID;
(hid ? sah.hid1 : sah.hid2) = gs->players[t->tempOwner].availableHeroes[!hid]->subID;
sah.player = t->tempOwner;
sah.flags = hid+1;
sendAndApply(&sah);
SetResource sr;
sr.player = t->tempOwner;
sr.resid = 6;
sr.val = gs->players[t->tempOwner].resources[6] - 2500;
sendAndApply(&sr);
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
{
sendAndApply(&StartAction(ba)); //start movement
moveStack(ba.stackNumber,ba.destinationTile); //move
sendDataToClients(ui16(3008)); //end movement
break;
}
case 3: //defend
case 8: //wait
{
sendAndApply(&StartAction(ba));
sendDataToClients(ui16(3008));
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 recruitment list
BattleResult *br = new BattleResult;
br->result = 1;
br->winner = !ba.side; //fleeing side loses
gs->curB->calculateCasualties(br->casualties);
giveExp(*br);
battleResult.set(br);
break;
}
case 6: //walk or attack
{
sendAndApply(&StartAction(ba)); //start movement and 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
)
{
sendDataToClients(ui16(3008)); //end movement and attack
break;
}
BattleAttack bat;
prepareAttack(bat,curStack,stackAtEnd);
sendAndApply(&bat);
//counterattack
if(!vstd::contains(curStack->abilities,NO_ENEMY_RETALIATION)
&& stackAtEnd->alive()
&& stackAtEnd->counterAttacks ) //TODO: support for multiple retaliatons per turn
{
prepareAttack(bat,stackAtEnd,curStack);
bat.flags |= 2;
sendAndApply(&bat);
}
if(vstd::contains(curStack->abilities,TWICE_ATTACK)
&& curStack->alive()
&& stackAtEnd->alive() )
{
bat.flags = 0;
prepareAttack(bat,curStack,stackAtEnd);
sendAndApply(&bat);
}
sendDataToClients(ui16(3008)); //end movement and attack
break;
}
case 7: //shoot
{
CStack *curStack = gs->curB->getStack(ba.stackNumber),
*destStack= gs->curB->getStackT(ba.destinationTile);
if(!curStack //our stack exists
|| !destStack //there is a stack at destination tile
|| !curStack->shots //stack has shots
|| gs->curB->isStackBlocked(curStack->ID) //we are not blocked
|| !vstd::contains(curStack->abilities,SHOOTER) //our stack is shooting unit
)
break;
for(int g=0; g<curStack->effects.size(); ++g)
{
if(61 == curStack->effects[g].id) //forgetfulness
break;
}
sendAndApply(&StartAction(ba)); //start shooting
BattleAttack bat;
prepareAttack(bat,curStack,destStack);
bat.flags |= 1;
sendAndApply(&bat);
if(vstd::contains(curStack->abilities,TWICE_ATTACK) //if unit shots twice let's make another shot
&& curStack->alive()
&& destStack->alive()
&& curStack->shots
)
{
prepareAttack(bat,curStack,destStack);
sendAndApply(&bat);
}
sendDataToClients(ui16(3008)); //end shooting
break;
}
}
battleMadeAction.setn(true);
break;
}
case 3003: //custom action (probably spell)
{
BattleAction ba;
c >> ba;
switch(ba.actionType)
{
case 1: //hero casts spell
{
CGHeroInstance *h = (ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
if(!h)
{
tlog2 << "Wrong caster!\n";
goto customactionend;
}
if(ba.additionalInfo >= VLC->spellh->spells.size())
{
tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
goto customactionend;
}
CSpell *s = &VLC->spellh->spells[ba.additionalInfo];
int skill = 0; //skill level
if(s->fire)
skill = std::max(skill,h->getSecSkillLevel(14));
if(s->air)
skill = std::max(skill,h->getSecSkillLevel(15));
if(s->water)
skill = std::max(skill,h->getSecSkillLevel(16));
if(s->earth)
skill = std::max(skill,h->getSecSkillLevel(17));
//TODO: skill level may be different on special terrain
if( // !vstd::contains(h->spells,ba.additionalInfo) //hero doesn't know this spell
/*||*/ (h->mana < s->costs[skill]) //not enough mana
|| (ba.additionalInfo < 10) //it's adventure spell (not combat)
|| 0 )//TODO: hero has already casted a spell in this round
{
tlog2 << "Spell cannot be casted!\n";
goto customactionend;
}
sendAndApply(&StartAction(ba)); //start spell casting
//TODO: check resistances
SpellCasted sc;
sc.side = ba.side;
sc.id = ba.additionalInfo;
sc.skill = skill;
sc.tile = ba.destinationTile;
sendAndApply(&sc);
switch(ba.additionalInfo) //spell id
{
case 15: //magic arrow
{
CStack * attacked = gs->curB->getStackT(ba.destinationTile);
if(!attacked) break;
BattleStackAttacked bsa;
bsa.flags |= 2;
bsa.effect = 64;
bsa.damageAmount = h->getPrimSkillLevel(2) * 10 + s->powers[getSchoolLevel(h,s)];
bsa.stackAttacked = attacked->ID;
prepareAttacked(bsa,attacked);
sendAndApply(&bsa);
break;
}
case 16: //ice bolt
{
CStack * attacked = gs->curB->getStackT(ba.destinationTile);
if(!attacked) break;
BattleStackAttacked bsa;
bsa.flags |= 2;
bsa.effect = 46;
bsa.damageAmount = h->getPrimSkillLevel(2) * 20 + s->powers[getSchoolLevel(h,s)];
bsa.stackAttacked = attacked->ID;
prepareAttacked(bsa,attacked);
sendAndApply(&bsa);
break;
}
case 17: //lightning bolt
{
CStack * attacked = gs->curB->getStackT(ba.destinationTile);
if(!attacked) break;
BattleStackAttacked bsa;
bsa.flags |= 2;
bsa.effect = 38;
bsa.damageAmount = h->getPrimSkillLevel(2) * 25 + s->powers[getSchoolLevel(h,s)];
bsa.stackAttacked = attacked->ID;
prepareAttacked(bsa,attacked);
sendAndApply(&bsa);
break;
}
case 18: //implosion
{
CStack * attacked = gs->curB->getStackT(ba.destinationTile);
if(!attacked) break;
BattleStackAttacked bsa;
bsa.flags |= 2;
bsa.effect = 10;
bsa.damageAmount = h->getPrimSkillLevel(2) * 75 + s->powers[getSchoolLevel(h,s)];
bsa.stackAttacked = attacked->ID;
prepareAttacked(bsa,attacked);
sendAndApply(&bsa);
break;
}
case 27: //shield
{
SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 27;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
break;
}
case 28: //air shield
{
SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 28;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
break;
}
case 41: //bless
{
SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 41;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
break;
}
case 42: //curse
{
SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 42;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
break;
}
case 43: //bloodlust
{
SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 43;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
break;
}
case 45: //weakness
{
SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 45;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
break;
}
case 46: //stone skin
{
SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 46;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
break;
}
case 48: //prayer
{
SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 48;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
break;
}
case 53: //haste
{
SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 53;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
break;
}
case 54: //slow
{
SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 54;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
break;
}
case 61: //forgetfulness
{
SetStackEffect sse;
sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
sse.effect.id = 61;
sse.effect.level = getSchoolLevel(h,s);
sse.effect.turnsRemain = h->getPrimSkillLevel(2);
sendAndApply(&sse);
break;
}
}
//TODO: spells to support possibly soon (list by Zamolxis):
/*- Magic Arrow
- Haste
- Bless
- Bloodlust
- Curse
- Dispel
- Shield
- Slow
- Stone Skin
- Lightning Bolt
- Ice Bolt
- Precision
- Blind
- Fire Wall
- Weakness
- Death Ripple */
sendDataToClients(ui16(3008)); //end casting
break;
}
}
customactionend:
break;
}
default:
throw std::string("Not supported client message!");
}
}
}
catch (const std::exception& e)
{
tlog1 << "Exception during handling connection: " << e.what() << std::endl;
end2 = true;
}
catch (const std::exception * e)
{
tlog1 << "Exception during handling connection: " << e->what()<< std::endl;
end2 = true;
delete e;
}
catch(...)
{
end2 = true;
}
handleConEnd:
tlog1 << "Ended handling connection\n";
}
void CGameHandler::moveStack(int stack, int dest)
{
CStack *curStack = gs->curB->getStack(stack),
*stackAtEnd = gs->curB->getStackT(dest);
//initing necessary tables
bool accessibility[BFIELD_SIZE];
if(curStack->creature->isDoubleWide())
gs->curB->getAccessibilityMapForTwoHex(accessibility,curStack->attackerOwned,curStack->ID);
else
gs->curB->getAccessibilityMap(accessibility,curStack->ID);
if((stackAtEnd && stackAtEnd!=curStack && 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->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];
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);
tlog0 << "Map loaded!" << std::endl;
gs = new CGameState();
tlog0 << "Gamestate created!" << std::endl;
gs->init(si,map,Seed);
tlog0 << "Gamestate initialized!" << std::endl;
/****************************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;
}
void CGameHandler::newTurn()
{
tlog5 << "Turn " << gs->day+1 << std::endl;
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 == 255) continue;
if(gs->getDate(1)==7) //first day of week - new heroes in tavern
{
SetAvailableHeroes sah;
sah.player = i->first;
//TODO: - will fail when there are not enough available heroes
sah.hid1 = gs->hpool.pickHeroFor(true,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle])->subID;
sah.hid2 = gs->hpool.pickHeroFor(false,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle],sah.hid1)->subID;
sendAndApply(&sah);
}
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];
BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
{
NewTurn::Hero hth;
hth.id = h->id;
hth.move = h->maxMovePoints(true); //TODO: check if hero is really on the land
hth.mana = std::max(h->mana,std::min(h->mana+1+h->getSecSkillLevel(8), h->manaLimit())); //hero regains 1 mana point + mysticism lvel
n.heroes.insert(hth);
switch(h->getSecSkillLevel(13)) //handle estates - give gold
{
case 1: //basic
r.res[6] += 125;
break;
case 2: //advanced
r.res[6] += 250;
break;
case 3: //expert
r.res[6] += 500;
break;
}
}
for(std::vector<CGTownInstance *>::iterator j=i->second.towns.begin();j!=i->second.towns.end();j++)//handle towns
{
if(vstd::contains((**j).builtBuildings,15)) //there is resource silo
{
if((**j).town->primaryRes == 127) //we'll give wood and ore
{
r.res[0] += 1;
r.res[2] += 1;
}
else
{
r.res[(**j).town->primaryRes] += 1;
}
}
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);
tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
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; //how many players will be handled at that client
for(int i=0;i<quantity;i++)
{
(*cc) >> pom; //read player color
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));
handleCPPObjS(&scripts,new CTeleports(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
}
}
}
}
namespace CGH
{
using namespace std;
void readItTo(ifstream & input, vector< vector<int> > & dest)
{
for(int j=0; j<7; ++j)
{
std::vector<int> pom;
for(int g=0; g<j+1; ++g)
{
int hlp; input>>hlp;
pom.push_back(hlp);
}
dest.push_back(pom);
}
}
}
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,i->first));
stacks[stacks.size()-1]->ID = stacks.size()-1;
}
//initialization of positions
std::ifstream positions;
positions.open("config" PATHSEPARATOR "battleStartpos.txt", std::ios_base::in|std::ios_base::binary);
if(!positions.is_open())
{
tlog1<<"Unable to open battleStartpos.txt!"<<std::endl;
}
std::string dump;
positions>>dump; positions>>dump;
std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight;
CGH::readItTo(positions, attackerLoose);
positions>>dump;
CGH::readItTo(positions, defenderLoose);
positions>>dump;
positions>>dump;
CGH::readItTo(positions, attackerTight);
positions>>dump;
CGH::readItTo(positions, defenderTight);
positions.close();
if(army1.formation)
for(int b=0; b<army1.slots.size(); ++b) //tight
{
stacks[b]->position = attackerTight[army1.slots.size()-1][b];
}
else
for(int b=0; b<army1.slots.size(); ++b) //loose
{
stacks[b]->position = attackerLoose[army1.slots.size()-1][b];
}
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, i->first));
if(army2.formation)
for(int b=0; b<army2.slots.size(); ++b) //tight
{
stacks[b+army1.slots.size()]->position = defenderTight[army2.slots.size()-1][b];
}
else
for(int b=0; b<army2.slots.size(); ++b) //loose
{
stacks[b+army1.slots.size()]->position = defenderLoose[army2.slots.size()-1][b];
}
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;
}
}
//adding war machines
if(hero1)
{
if(hero1->artifWorn[13]) //ballista
{
stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero1->tempOwner, stacks.size(), true, 255));
stacks[stacks.size()-1]->position = 52;
}
if(hero1->artifWorn[14]) //ammo cart
{
stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero1->tempOwner, stacks.size(), true, 255));
stacks[stacks.size()-1]->position = 18;
}
if(hero1->artifWorn[15]) //first aid tent
{
stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero1->tempOwner, stacks.size(), true, 255));
stacks[stacks.size()-1]->position = 154;
}
}
if(hero2)
{
if(hero2->artifWorn[13]) //ballista
{
stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero2->tempOwner, stacks.size(), false, 255));
stacks[stacks.size()-1]->position = 66;
}
if(hero2->artifWorn[14]) //ammo cart
{
stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero2->tempOwner, stacks.size(), false, 255));
stacks[stacks.size()-1]->position = 32;
}
if(hero2->artifWorn[15]) //first aid tent
{
stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero2->tempOwner, stacks.size(), false, 255));
stacks[stacks.size()-1]->position = 168;
}
}
//war machiens added
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);
}
void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
{
//checking winning condition
bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
hasStack[0] = hasStack[1] = false;
for(int b = 0; b<stacks.size(); ++b)
{
if(stacks[b]->alive())
{
hasStack[1-stacks[b]->attackerOwned] = true;
}
}
if(!hasStack[0] || !hasStack[1]) //somebody has won
{
BattleResult *br = new BattleResult; //will be deleted at the end of startBattle(...)
br->result = 0;
br->winner = hasStack[1]; //fleeing side loses
gs->curB->calculateCasualties(br->casualties);
battleResult.set(br);
}
}
void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
{
if(!vstd::contains(h->artifWorn,17))
return; //hero hasn't spellbok
ChangeSpells cs;
cs.hid = h->id;
cs.learn = true;
for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(7)+4);i++)
{
for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
{
if(!vstd::contains(h->spells,t->spells[i][j]))
cs.spells.insert(t->spells[i][j]);
}
}
if(cs.spells.size())
sendAndApply(&cs);
}