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vcmi/server/CGameHandler.cpp

510 lines
15 KiB
C++

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