mirror of
https://github.com/vcmi/vcmi.git
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510 lines
15 KiB
C++
510 lines
15 KiB
C++
#include <boost/foreach.hpp>
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#include <boost/thread.hpp>
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#include <boost/thread/shared_mutex.hpp>
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#include <boost/bind.hpp>
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#include "CGameHandler.h"
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#include "CScriptCallback.h"
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#include "../CLua.h"
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#include "../CGameState.h"
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#include "../StartInfo.h"
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#include "../map.h"
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#include "../lib/NetPacks.h"
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#include "../lib/Connection.h"
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#include "../CLua.h"
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#include "../hch/CObjectHandler.h"
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#include "../hch/CTownHandler.h"
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#include "../hch/CBuildingHandler.h"
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#include "../hch/CHeroHandler.h"
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#include "boost/date_time/posix_time/posix_time_types.hpp" //no i/o just types
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#include "../lib/VCMI_Lib.h"
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#include <boost/thread.hpp>
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#include <boost/thread/xtime.hpp>
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extern bool end2;
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bool makingTurn;
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boost::condition_variable cTurn;
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boost::mutex mTurn;
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boost::shared_mutex gsm;
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double distance(int3 a, int3 b)
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{
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return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
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}
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//bool CGameState::checkFunc(int obid, std::string name)
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//{
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// if (objscr.find(obid)!=objscr.end())
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// {
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// if(objscr[obid].find(name)!=objscr[obid].end())
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// {
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// return true;
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// }
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// }
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// return false;
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//}
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void CGameHandler::handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script)
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{
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std::vector<int> tempv = script->yourObjects();
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for (unsigned i=0;i<tempv.size();i++)
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{
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(*mapa)[tempv[i]]=script;
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}
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cppscripts.insert(script);
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}
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void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
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{
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try
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{
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ui16 pom;
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while(!end2)
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{
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c >> pom;
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bool blockvis = false;
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switch(pom)
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{
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case 100: //my interface ended its turn
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{
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mTurn.lock();
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makingTurn = false;
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mTurn.unlock();
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cTurn.notify_all();
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break;
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}
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case 500:
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{
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si32 id;
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c >> id;
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RemoveHero rh(id);
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sendAndApply(&rh);
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break;
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}
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case 501://interface wants to move hero
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{
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int3 start, end;
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si32 id;
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c >> id >> start >> end;
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int3 hmpos = end + int3(-1,0,0);
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TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
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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));
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TryMoveHero tmh;
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tmh.id = id;
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tmh.start = start;
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tmh.end = end;
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tmh.result = 0;
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tmh.movePoints = h->movement;
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if((h->getOwner() != gs->currentPlayer) || //not turn of that hero
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(distance(start,end)>=1.5) || //tiles are not neighouring
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(h->movement < cost) || //lack of movement points
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(t.tertype == rock) || //rock
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(!h->canWalkOnSea() && t.tertype == water) ||
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(t.blocked && !t.visitable) ) //tile is blocked andnot visitable
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goto fail;
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//check if there is blocking visitable object
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blockvis = false;
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tmh.movePoints = h->movement = (h->movement-cost); //take move points
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BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
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{
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if(obj->blockVisit)
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{
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blockvis = true;
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break;
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}
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}
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//we start moving
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if(blockvis)//interaction with blocking object (like resources)
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{
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sendAndApply(&tmh); //failed to move to that tile but we visit object
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BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
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{
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if (obj->blockVisit)
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{
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//if(gs->checkFunc(obj->ID,"heroVisit")) //script function
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// gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID);
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if(obj->state) //hard-coded function
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obj->state->onHeroVisit(obj->id,h->subID);
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}
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}
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break;
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}
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else //normal move
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{
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tmh.result = 1;
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BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[start.x][start.y][start.z].visitableObjects)
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{
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//TODO: allow to handle this in script-languages
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if(obj->state) //hard-coded function
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obj->state->onHeroLeave(obj->id,h->subID);
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}
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//reveal fog of war
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int heroSight = h->getSightDistance();
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int xbeg = start.x - heroSight - 2;
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if(xbeg < 0)
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xbeg = 0;
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int xend = start.x + heroSight + 2;
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if(xend >= gs->map->width)
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xend = gs->map->width;
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int ybeg = start.y - heroSight - 2;
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if(ybeg < 0)
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ybeg = 0;
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int yend = start.y + heroSight + 2;
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if(yend >= gs->map->height)
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yend = gs->map->height;
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for(int xd=xbeg; xd<xend; ++xd) //revealing part of map around heroes
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{
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for(int yd=ybeg; yd<yend; ++yd)
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{
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int deltaX = (hmpos.x-xd)*(hmpos.x-xd);
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int deltaY = (hmpos.y-yd)*(hmpos.y-yd);
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if(deltaX+deltaY<h->getSightDistance()*h->getSightDistance())
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{
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if(gs->players[h->getOwner()].fogOfWarMap[xd][yd][hmpos.z] == 0)
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{
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tmh.fowRevealed.insert(int3(xd,yd,hmpos.z));
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}
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}
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}
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}
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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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{
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//if(gs->checkFunc(obj->ID,"heroVisit")) //script function
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// gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID);
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if(obj->state) //hard-coded function
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obj->state->onHeroVisit(obj->id,h->id);
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}
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}
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break;
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fail:
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sendAndApply(&tmh);
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break;
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}
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case 502: //swap creatures in garrison
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{
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ui8 what, p1, p2; si32 id1, id2;
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c >> what >> id1 >> p1 >> id2 >> p2;
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CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1]),
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*s2 = static_cast<CArmedInstance*>(gs->map->objects[id2]);
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CCreatureSet *S1 = &s1->army, *S2 = &s2->army;
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if(what==1) //swap
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{
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int pom = S2->slots[p2].first;
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S2->slots[p2].first = S1->slots[p1].first;
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S1->slots[p1].first = pom;
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int pom2 = S2->slots[p2].second;
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S2->slots[p2].second = S1->slots[p1].second;
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S1->slots[p1].second = pom2;
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if(!S1->slots[p1].first)
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S1->slots.erase(p1);
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if(!S2->slots[p2].first)
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S2->slots.erase(p2);
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}
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else if(what==2)//merge
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{
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if(S1->slots[p1].first != S2->slots[p2].first) break; //not same creature
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S2->slots[p2].second += S1->slots[p1].second;
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S1->slots[p1].first = NULL;
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S1->slots[p1].second = 0;
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S1->slots.erase(p1);
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}
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else if(what==3) //split
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{
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si32 val;
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c >> val;
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if(S2->slots.find(p2) != S2->slots.end()) break; //slot not free
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S2->slots[p2].first = S1->slots[p1].first;
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S2->slots[p2].second = val;
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S1->slots[p1].second -= val;
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if(!S1->slots[p1].second) //if we've moved all creatures
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S1->slots.erase(p1);
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}
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SetGarrisons sg;
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sg.garrs[id1] = *S1;
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if(s1 != s2)
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sg.garrs[id2] = *S2;
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sendAndApply(&sg);
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break;
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}
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case 503:
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{
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si32 id;
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ui8 pos;
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c >> id >> pos;
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CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id]);
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s1->army.slots.erase(pos);
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SetGarrisons sg;
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sg.garrs[id] = s1->army;
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sendAndApply(&sg);
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break;
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}
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case 504:
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{
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si32 tid, bid;
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c >> tid >> bid;
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CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
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CBuilding * b = VLC->buildh->buildings[t->subID][bid];
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for(int i=0;i<RESOURCE_QUANTITY;i++)
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if(b->resources[i] > gs->players[t->tempOwner].resources[i])
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break; //no res
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//TODO: check requirements
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//TODO: check if building isn't forbidden
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NewStructures ns;
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ns.tid = tid;
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if(bid>36) //upg dwelling
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{
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if(t->getHordeLevel(0) == (bid-37))
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ns.bid.insert(19);
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else if(t->getHordeLevel(1) == (bid-37))
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ns.bid.insert(25);
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}
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else if(bid >= 30) //bas. dwelling
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{
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SetStrInfo ssi;
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ssi.tid = tid;
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ssi.cres = t->strInfo.creatures;
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ssi.cres[bid-30] = VLC->creh->creatures[t->town->basicCreatures[bid-30]].growth;
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sendAndApply(&ssi);
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}
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ns.bid.insert(bid);
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ns.builded = t->builded + 1;
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sendAndApply(&ns);
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SetResources sr;
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sr.player = t->tempOwner;
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sr.res = gs->players[t->tempOwner].resources;
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for(int i=0;i<7;i++)
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sr.res[i]-=b->resources[i];
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sendAndApply(&sr);
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break;
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}
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default:
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#ifndef __GNUC__
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throw std::exception("Not supported client message!");
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#else
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throw std::exception();
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#endif
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break;
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}
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}
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}
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catch (const std::exception& e)
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{
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std::cerr << e.what() << std::endl;
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end2 = true;
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}
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catch (const std::exception * e)
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{
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std::cerr << e->what()<< std::endl;
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end2 = true;
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delete e;
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}
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catch(...)
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{
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end2 = true;
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}
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}
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CGameHandler::CGameHandler(void)
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{
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gs = NULL;
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}
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CGameHandler::~CGameHandler(void)
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{
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delete gs;
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}
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void CGameHandler::init(StartInfo *si, int Seed)
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{
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Mapa *map = new Mapa(si->mapname);
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gs = new CGameState();
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gs->init(si,map,Seed);
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/****************************LUA OBJECT SCRIPTS************************************************/
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//std::vector<std::string> * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files
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//for (int i=0; i<lf->size(); i++)
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//{
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// try
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// {
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// std::vector<std::string> * temp = CLuaHandler::functionList((*lf)[i]);
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// CLuaObjectScript * objs = new CLuaObjectScript((*lf)[i]);
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// CLuaCallback::registerFuncs(objs->is);
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// //objs
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// for (int j=0; j<temp->size(); j++)
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// {
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// int obid ; //obj ID
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// int dspos = (*temp)[j].find_first_of('_');
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// obid = atoi((*temp)[j].substr(dspos+1,(*temp)[j].size()-dspos-1).c_str());
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// std::string fname = (*temp)[j].substr(0,dspos);
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// if (skrypty->find(obid)==skrypty->end())
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// skrypty->insert(std::pair<int, std::map<std::string, CObjectScript*> >(obid,std::map<std::string,CObjectScript*>()));
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// (*skrypty)[obid].insert(std::pair<std::string, CObjectScript*>(fname,objs));
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// }
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// delete temp;
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// }HANDLE_EXCEPTION
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//}
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//delete lf;
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}
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int lowestSpeed(CGHeroInstance * chi)
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{
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std::map<si32,std::pair<ui32,si32> >::iterator i = chi->army.slots.begin();
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int ret = VLC->creh->creatures[(*i++).second.first].speed;
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for (;i!=chi->army.slots.end();i++)
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{
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ret = std::min(ret,VLC->creh->creatures[(*i).second.first].speed);
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}
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return ret;
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}
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int valMovePoints(CGHeroInstance * chi)
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{
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int ret = 1270+70*lowestSpeed(chi);
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if (ret>2000)
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ret=2000;
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//TODO: additional bonuses (but they aren't currently stored in chi)
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return ret;
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}
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void CGameHandler::newTurn()
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{
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NewTurn n;
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n.day = gs->day + 1;
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for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
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{
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if(i->first>=PLAYER_LIMIT) continue;
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NewTurn::Resources r;
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r.player = i->first;
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for(int j=0;j<RESOURCE_QUANTITY;j++)
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r.resources[j] = i->second.resources[j];
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for (unsigned j=0;j<(*i).second.heroes.size();j++) //handle heroes
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{
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NewTurn::Hero h;
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h.id = (*i).second.heroes[j]->id;
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h.move = valMovePoints((*i).second.heroes[j]);
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h.mana = (*i).second.heroes[j]->mana;
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n.heroes.insert(h);
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}
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for(unsigned j=0;j<i->second.towns.size();j++)//handle towns
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{
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i->second.towns[j]->builded=0;
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//if(gs->getDate(1)==1) //first day of week
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//{
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// for(int k=0;k<CREATURES_PER_TOWN;k++) //creature growths
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// {
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// if(i->second.towns[j]->creatureDwelling(k))//there is dwelling (k-level)
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// i->second.towns[j]->strInfo.creatures[k]+=i->second.towns[j]->creatureGrowth(k);
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// }
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//}
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if((gs->day) && i->first<PLAYER_LIMIT)//not the first day and town not neutral
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r.resources[6] += i->second.towns[j]->dailyIncome();
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}
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n.res.insert(r);
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}
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sendAndApply(&n);
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for (std::set<CCPPObjectScript *>::iterator i=cppscripts.begin();i!=cppscripts.end();i++)
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{
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(*i)->newTurn();
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}
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}
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void CGameHandler::run()
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{
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BOOST_FOREACH(CConnection *cc, conns)
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{//init conn.
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ui8 quantity, pom;
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//ui32 seed;
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(*cc) << gs->scenarioOps->mapname << gs->map->checksum << gs->seed;
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(*cc) >> quantity;
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for(int i=0;i<quantity;i++)
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{
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(*cc) >> pom;
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gsm.lock();
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connections[pom] = cc;
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gsm.unlock();
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}
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}
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for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
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{
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std::set<int> pom;
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for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
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if(j->second == *i)
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pom.insert(j->first);
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boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
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}
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/****************************SCRIPTS************************************************/
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//std::map<int, std::map<std::string, CObjectScript*> > * skrypty = &objscr; //alias for easier access
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/****************************C++ OBJECT SCRIPTS************************************************/
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std::map<int,CCPPObjectScript*> scripts;
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CScriptCallback * csc = new CScriptCallback();
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csc->gh = this;
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handleCPPObjS(&scripts,new CVisitableOPH(csc));
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handleCPPObjS(&scripts,new CVisitableOPW(csc));
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handleCPPObjS(&scripts,new CPickable(csc));
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handleCPPObjS(&scripts,new CMines(csc));
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handleCPPObjS(&scripts,new CTownScript(csc));
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handleCPPObjS(&scripts,new CHeroScript(csc));
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handleCPPObjS(&scripts,new CMonsterS(csc));
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handleCPPObjS(&scripts,new CCreatureGen(csc));
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/****************************INITIALIZING OBJECT SCRIPTS************************************************/
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//std::string temps("newObject");
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for (unsigned i=0; i<gs->map->objects.size(); i++)
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{
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//c++ scripts
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if (scripts.find(gs->map->objects[i]->ID) != scripts.end())
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{
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gs->map->objects[i]->state = scripts[gs->map->objects[i]->ID];
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gs->map->objects[i]->state->newObject(gs->map->objects[i]->id);
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}
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else
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{
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gs->map->objects[i]->state = NULL;
|
|
}
|
|
|
|
//// lua scripts
|
|
//if(checkFunc(map->objects[i]->ID,temps))
|
|
// (*skrypty)[map->objects[i]->ID][temps]->newObject(map->objects[i]);
|
|
}
|
|
|
|
while (!end2)
|
|
{
|
|
newTurn();
|
|
for(std::map<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
|
|
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 && !end2)
|
|
{
|
|
boost::posix_time::time_duration p;
|
|
p= boost::posix_time::seconds(1);
|
|
boost::xtime time={0,0};
|
|
time.sec = static_cast<boost::xtime::xtime_sec_t>(p.total_seconds());
|
|
cTurn.timed_wait(lock,time);
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|