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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-26 03:52:01 +02:00

Merged fixes from the branch.

This commit is contained in:
Michał W. Urbańczyk 2013-09-28 00:58:33 +00:00
commit 0abbe71b25
20 changed files with 167 additions and 61 deletions

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@ -68,40 +68,38 @@
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="..\..\VCMI_global_debug.props" />
<Import Project="..\..\VCMI_global.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="..\..\VCMI_global_debug.props" />
<Import Project="..\..\VCMI_global.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='RD|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="..\..\VCMI_global_release.props" />
<Import Project="..\..\VCMI_global.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='RD|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="..\..\VCMI_global_release.props" />
<Import Project="..\..\VCMI_global.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<OutDir>..\..\..\AI</OutDir>
<OutDir>$(VCMI_Out)\AI\</OutDir>
<IncludePath>$(IncludePath)</IncludePath>
<LibraryPath>$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<OutDir>$(SolutionDir)\AI\</OutDir>
<IncludePath>$(IncludePath)</IncludePath>
<LibraryPath>$(LibraryPath)</LibraryPath>
<OutDir>$(VCMI_Out)\AI\</OutDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='RD|Win32'">
<OutDir>$(SolutionDir)$(Configuration)\bin\AI\</OutDir>
<IncludePath>$(IncludePath)</IncludePath>
<LibraryPath>$(LibraryPath)</LibraryPath>
<OutDir>$(VCMI_Out)\AI\</OutDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='RD|x64'">
<OutDir>$(SolutionDir)$(Configuration)\bin\AI\</OutDir>
<IncludePath>$(IncludePath)</IncludePath>
<LibraryPath>$(LibraryPath)</LibraryPath>
<OutDir>$(VCMI_Out)\AI\</OutDir>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
@ -116,7 +114,6 @@
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>VCMI_lib.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>../..;../../../libs;../../..;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<OutputFile>$(OutDir)EmptyAI.dll</OutputFile>
</Link>
</ItemDefinitionGroup>
@ -132,7 +129,6 @@
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>VCMI_lib.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(OutDir)..;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<OutputFile>$(OutDir)EmptyAI.dll</OutputFile>
</Link>
</ItemDefinitionGroup>
@ -146,13 +142,13 @@
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>StdInc.h</PrecompiledHeaderFile>
<PreprocessorDefinitions>_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/Zm130 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>VCMI_lib.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>G:\Programowanie\VCMI\RD;../../../libs;../../;E:\vcmi\rep - assembla\trunk;E:\C++\lua bin;E:\C++\boost_1_43_0\lib;E:\C++\SDL_mixer-1.2.7\lib;E:\C++\SDL_ttf-2.0.8\lib;E:\C++\zlib 1.2.3 binaries\lib;E:\C++\SDL-1.2.11\devlibs - visual\SDL-1.2.11\lib;F:\C++\SDL_Image 1.2.5\SDL_image-1.2.5\lib;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<OutputFile>$(OutDir)EmptyAI.dll</OutputFile>
</Link>
</ItemDefinitionGroup>
@ -166,13 +162,13 @@
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>StdInc.h</PrecompiledHeaderFile>
<PreprocessorDefinitions>_WINDLL;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalOptions>/Zm130 %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>VCMI_lib.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(OutDir)..;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<OutputFile>$(OutDir)EmptyAI.dll</OutputFile>
</Link>
</ItemDefinitionGroup>

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@ -493,12 +493,15 @@ void VCAI::showThievesGuildWindow (const CGObjectInstance * obj)
NET_EVENT_HANDLER;
}
void VCAI::playerBlocked(int reason)
void VCAI::playerBlocked(int reason, bool start)
{
LOG_TRACE_PARAMS(logAi, "reason '%i'", reason);
LOG_TRACE_PARAMS(logAi, "reason '%i', start '%i'", reason % start);
NET_EVENT_HANDLER;
if (reason == PlayerBlocked::UPCOMING_BATTLE)
if (start && reason == PlayerBlocked::UPCOMING_BATTLE)
status.setBattle(UPCOMING_BATTLE);
if(reason == PlayerBlocked::ONGOING_MOVEMENT)
status.setMove(start);
}
void VCAI::showPuzzleMap()
@ -571,15 +574,17 @@ void VCAI::artifactDisassembled(const ArtifactLocation &al)
void VCAI::heroVisit(const CGHeroInstance *visitor, const CGObjectInstance *visitedObj, bool start)
{
LOG_TRACE_PARAMS(logAi, "start '%i'", start);
LOG_TRACE_PARAMS(logAi, "start '%i'; obj '%s'", start % (visitedObj ? visitedObj->hoverName : std::string("n/a")));
NET_EVENT_HANDLER;
if (start)
if(start)
{
markObjectVisited (visitedObj);
erase_if_present(reservedObjs, visitedObj); //unreserve objects
erase_if_present(reservedHeroesMap[visitor], visitedObj);
completeGoal (CGoal(GET_OBJ).sethero(visitor)); //we don't need to visit in anymore
}
status.heroVisit(visitedObj, start);
}
void VCAI::availableArtifactsChanged(const CGBlackMarket *bm /*= nullptr*/)
@ -2629,6 +2634,7 @@ AIStatus::AIStatus()
{
battle = NO_BATTLE;
havingTurn = false;
ongoingHeroMovement = false;
}
AIStatus::~AIStatus()
@ -2701,8 +2707,8 @@ void AIStatus::madeTurn()
void AIStatus::waitTillFree()
{
boost::unique_lock<boost::mutex> lock(mx);
while(battle != NO_BATTLE || remainingQueries.size())
cv.wait(lock);
while(battle != NO_BATTLE || remainingQueries.size() || objectsBeingVisited.size() || ongoingHeroMovement)
cv.timed_wait(lock, boost::posix_time::milliseconds(100));
}
bool AIStatus::haveTurn()
@ -2738,6 +2744,26 @@ void AIStatus::receivedAnswerConfirmation(int answerRequestID, int result)
}
}
void AIStatus::heroVisit(const CGObjectInstance *obj, bool started)
{
boost::unique_lock<boost::mutex> lock(mx);
if(started)
objectsBeingVisited.push_back(obj);
else
{
assert(objectsBeingVisited.size() == 1);
objectsBeingVisited.clear();
}
cv.notify_all();
}
void AIStatus::setMove(bool ongoing)
{
boost::unique_lock<boost::mutex> lock(mx);
ongoingHeroMovement = ongoing;
cv.notify_all();
}
int3 whereToExplore(HeroPtr h)
{
//TODO it's stupid and ineffective, write sth better

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@ -75,6 +75,8 @@ class AIStatus
BattleState battle;
std::map<QueryID, std::string> remainingQueries;
std::map<int, QueryID> requestToQueryID; //IDs of answer-requests sent to server => query ids (so we can match answer confirmation from server to the query)
std::vector<const CGObjectInstance*> objectsBeingVisited;
bool ongoingHeroMovement;
bool havingTurn;
@ -82,6 +84,7 @@ public:
AIStatus();
~AIStatus();
void setBattle(BattleState BS);
void setMove(bool ongoing);
BattleState getBattle();
void addQuery(QueryID ID, std::string description);
void removeQuery(QueryID ID);
@ -92,6 +95,7 @@ public:
bool haveTurn();
void attemptedAnsweringQuery(QueryID queryID, int answerRequestID);
void receivedAnswerConfirmation(int answerRequestID, int result);
void heroVisit(const CGObjectInstance *obj, bool started);
template <typename Handler> void serialize(Handler &h, const int version)
@ -327,7 +331,7 @@ public:
virtual void artifactAssembled(const ArtifactLocation &al) override;
virtual void showTavernWindow(const CGObjectInstance *townOrTavern) override;
virtual void showThievesGuildWindow (const CGObjectInstance * obj) override;
virtual void playerBlocked(int reason) override;
virtual void playerBlocked(int reason, bool start) override;
virtual void showPuzzleMap() override;
virtual void showShipyardDialog(const IShipyard *obj) override;
virtual void gameOver(PlayerColor player, bool victory) override;

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@ -601,6 +601,13 @@ void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID build
castleInt->townlist->update(town);
}
void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
{
//Don't wait for dialogs when we are non-active hot-seat player
if(LOCPLINT == this)
waitForAllDialogs();
}
void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
@ -990,6 +997,7 @@ void CPlayerInterface::showInfoDialog(const std::string &text, CComponent * comp
void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<CComponent*> & components, int soundID, bool delComps)
{
LOG_TRACE_PARAMS(logGlobal, "player=%s, text=%s, is LOCPLINT=%d", playerID % text % (this==LOCPLINT));
waitWhileDialog();
if (settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())

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@ -203,6 +203,7 @@ public:
void battleStacksEffectsSet(const SetStackEffect & sse) override; //called when a specific effect is set to stacks
void battleTriggerEffect(const BattleTriggerEffect & bte) override; //various one-shot effect
void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa) override;
void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) override; //called by engine just before battle starts; side=0 - left, side=1 - right
void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom) override; //called when stacks are healed / resurrected
void battleNewStackAppeared(const CStack * stack) override; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned

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@ -246,7 +246,7 @@ void DisassembledArtifact::applyCl( CClient *cl )
void HeroVisit::applyCl( CClient *cl )
{
assert(hero);
INTERFACE_CALL_IF_PRESENT(hero->tempOwner, heroVisit, hero, obj, starting);
INTERFACE_CALL_IF_PRESENT(player, heroVisit, hero, obj, starting);
}
void NewTurn::applyCl( CClient *cl )
@ -600,6 +600,17 @@ void ExchangeDialog::applyCl(CClient *cl)
INTERFACE_CALL_IF_PRESENT(heroes[0]->tempOwner, heroExchangeStarted, heroes[0]->id, heroes[1]->id, queryID);
}
void BattleStart::applyFirstCl( CClient *cl )
{
//Cannot use the usual macro because curB is not set yet
CALL_ONLY_THAT_BATTLE_INTERFACE(info->sides[0].color, battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
info->tile, info->sides[0].hero, info->sides[1].hero);
CALL_ONLY_THAT_BATTLE_INTERFACE(info->sides[1].color, battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
info->tile, info->sides[0].hero, info->sides[1].hero);
BATTLE_INTERFACE_CALL_RECEIVERS(battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
info->tile, info->sides[0].hero, info->sides[1].hero);
}
void BattleStart::applyCl( CClient *cl )
{
cl->battleStarted(info);
@ -780,7 +791,7 @@ void SystemMessage::applyCl( CClient *cl )
void PlayerBlocked::applyCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(player,playerBlocked,reason);
INTERFACE_CALL_IF_PRESENT(player,playerBlocked,reason, startOrEnd==BLOCKADE_STARTED);
}
void YourTurn::applyCl( CClient *cl )

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@ -85,7 +85,9 @@ CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * owner, const CSt
: CBattleAnimation(owner),
myAnim(owner->creAnims[stack->ID]),
stack(stack)
{}
{
assert(myAnim);
}
void CAttackAnimation::nextFrame()
{

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@ -153,7 +153,7 @@ CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSe
//initializing armies
this->army1 = army1;
this->army2 = army2;
std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks();
std::vector<const CStack*> stacks = curInt->cb->battleGetAllStacks(true);
for(const CStack *s : stacks)
{
newStack(s);
@ -3652,7 +3652,7 @@ void CBattleInterface::showPiecesOfWall(SDL_Surface * to, std::vector<int> piece
const CStack *turret = nullptr;
for(auto & stack : curInt->cb->battleGetAllStacks())
for(auto & stack : curInt->cb->battleGetAllStacks(true))
{
if(stack->position == stackPos)
{

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@ -177,11 +177,14 @@ bool CBattleInfoEssentials::battleHasNativeStack(ui8 side) const
return false;
}
TStacks CBattleInfoEssentials::battleGetAllStacks() const /*returns all stacks, alive or dead or undead or mechanical :) */
TStacks CBattleInfoEssentials::battleGetAllStacks(bool includeTurrets /*= false*/) const /*returns all stacks, alive or dead or undead or mechanical :) */
{
TStacks ret;
RETURN_IF_NOT_BATTLE(ret);
boost::copy(getBattle()->stacks, std::back_inserter(ret));
if(!includeTurrets)
vstd::erase_if(ret, [](const CStack *stack) { return stack->type->idNumber == CreatureID::ARROW_TOWERS; });
return ret;
}
@ -245,7 +248,7 @@ const CStack* CBattleInfoEssentials::battleGetStackByID(int ID, bool onlyAlive)
{
RETURN_IF_NOT_BATTLE(nullptr);
for(auto s : battleGetAllStacks())
for(auto s : battleGetAllStacks(true))
if(s->ID == ID && (!onlyAlive || s->alive()))
return s;
@ -512,7 +515,7 @@ SpellID CBattleInfoCallback::battleGetRandomStackSpell(const CStack * stack, ERa
const CStack* CBattleInfoCallback::battleGetStackByPos(BattleHex pos, bool onlyAlive) const
{
RETURN_IF_NOT_BATTLE(nullptr);
for(auto s : battleGetAllStacks())
for(auto s : battleGetAllStacks(true))
if(vstd::contains(s->getHexes(), pos) && (!onlyAlive || s->alive()))
return s;
@ -594,7 +597,7 @@ void CBattleInfoCallback::battleGetStackQueue(std::vector<const CStack *> &out,
return;
}
auto allStacks = battleGetAllStacks();
auto allStacks = battleGetAllStacks(true);
if(!vstd::contains_if(allStacks, [](const CStack *stack) { return stack->willMove(100000); })) //little evil, but 100000 should be enough for all effects to disappear
{
//No stack will be able to move, battle is over.
@ -602,7 +605,7 @@ void CBattleInfoCallback::battleGetStackQueue(std::vector<const CStack *> &out,
return;
}
for(auto s : battleGetAllStacks())
for(auto s : battleGetAllStacks(true))
{
if((turn <= 0 && !s->willMove()) //we are considering current round and stack won't move
|| (turn > 0 && !s->canMove(turn)) //stack won't be able to move in later rounds

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@ -168,7 +168,7 @@ public:
ETerrainType battleTerrainType() const;
BFieldType battleGetBattlefieldType() const;
std::vector<shared_ptr<const CObstacleInstance> > battleGetAllObstacles(boost::optional<BattlePerspective::BattlePerspective> perspective = boost::none) const; //returns all obstacles on the battlefield
TStacks battleGetAllStacks() const; //returns all stacks, alive or dead or undead or mechanical :)
TStacks battleGetAllStacks(bool includeTurrets = false) const; //returns all stacks, alive or dead or undead or mechanical :)
bool battleHasNativeStack(ui8 side) const;
si8 battleGetWallState(int partOfWall) const; //for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
int battleGetMoatDmg() const; //what dmg unit will suffer if ending turn in the moat

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@ -1369,6 +1369,10 @@ void CGameState::init(StartInfo * si)
}
}
//Early check for #1444-like problems
for(auto building : vti->builtBuildings)
assert(vti->town->buildings[building]);
//town events
for(CCastleEvent &ev : vti->events)
{

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@ -2749,7 +2749,6 @@ void CGTownInstance::battleFinished(const CGHeroInstance *hero, const BattleResu
}
}
bool CGVisitableOPH::wasVisited (const CGHeroInstance * h) const
{
return vstd::contains(visitors, h->id);

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@ -634,6 +634,17 @@ public:
h & town & townAndVis;
BONUS_TREE_DESERIALIZATION_FIX
vstd::erase_if(builtBuildings, [this](BuildingID building) -> bool
{
if(!town->buildings.count(building) || !town->buildings.at(building))
{
logGlobal->errorStream() << boost::format("#1444-like issue in CGTownInstance::serialize. From town %s at %s removing the bogus builtBuildings item %s")
% name % pos % building;
return true;
}
return false;
});
}
//////////////////////////////////////////////////////////////////////////

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@ -205,7 +205,7 @@ public:
//Fix #1444 corrupted save
while(auto badElem = vstd::tryFindIf(buildings, findNull))
{
std::cout << "#1444-like bug encountered, fixing buildings list by removing bogus entry " << badElem->first << " from " << faction->name << std::endl;
logGlobal->errorStream() << "#1444-like bug encountered in CTown::serialize, fixing buildings list by removing bogus entry " << badElem->first << " from " << faction->name;
buildings.erase(badElem->first);
}
}

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@ -60,6 +60,7 @@ public:
virtual void battleSpellCast(const BattleSpellCast *sc){};
virtual void battleStacksEffectsSet(const SetStackEffect & sse){};//called when a specific effect is set to stacks
virtual void battleTriggerEffect(const BattleTriggerEffect & bte){}; //called for various one-shot effects
virtual void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) {}; //called just before battle start
virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right
virtual void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, bool tentHeal, si32 lifeDrainFrom){}; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
virtual void battleNewStackAppeared(const CStack * stack){}; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
@ -126,7 +127,7 @@ public:
virtual void requestRealized(PackageApplied *pa){};
virtual void objectPropertyChanged(const SetObjectProperty * sop){}; //eg. mine has been flagged
virtual void objectRemoved(const CGObjectInstance *obj){}; //eg. collected resource, picked artifact, beaten hero
virtual void playerBlocked(int reason){}; //reason: 0 - upcoming battle
virtual void playerBlocked(int reason, bool start){}; //reason: 0 - upcoming battle
virtual void gameOver(PlayerColor player, bool victory){}; //player lost or won the game
virtual void playerStartsTurn(PlayerColor player){};
virtual void showComp(const Component &comp, std::string message) {}; //display component in the advmapint infobox

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@ -230,14 +230,16 @@ struct PlayerBlocked : public CPackForClient //96
PlayerBlocked(){type = 96;};
void applyCl(CClient *cl);
enum EReason { UPCOMING_BATTLE };
enum EReason { UPCOMING_BATTLE, ONGOING_MOVEMENT };
enum EMode { BLOCKADE_STARTED, BLOCKADE_ENDED };
EReason reason;
EMode startOrEnd;
PlayerColor player;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & reason & player;
h & reason & startOrEnd & player;
}
};
@ -1090,6 +1092,7 @@ struct HeroVisit : CPackForClient //531
{
const CGHeroInstance *hero;
const CGObjectInstance *obj;
PlayerColor player; //if hero was killed during the visit, its color is already reset
bool starting; //false -> ending
void applyCl(CClient *cl);
@ -1097,7 +1100,7 @@ struct HeroVisit : CPackForClient //531
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hero & obj & starting;
h & hero & obj & player & starting;
}
};
@ -1360,6 +1363,8 @@ struct BattleInfo;
struct BattleStart : public CPackForClient//3000
{
BattleStart(){type = 3000;};
void applyFirstCl(CClient *cl);
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);

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@ -13,6 +13,7 @@
#include "CCreatureHandler.h"
#include "CGameState.h"
#include "BattleState.h"
#include "CTownHandler.h"
#undef min
#undef max
@ -448,6 +449,7 @@ DLL_LINKAGE void NewStructures::applyGs( CGameState *gs )
CGTownInstance *t = gs->getTown(tid);
for(const auto & id : bid)
{
assert(t->town->buildings[id]);
t->builtBuildings.insert(id);
}
t->builded = builded;

View File

@ -3253,13 +3253,18 @@ static EndAction end_action;
bool CGameHandler::makeBattleAction( BattleAction &ba )
{
logGlobal->errorStream() << "\tMaking action of type " << ba.actionType;
bool ok = true;
const CStack *stack = battleGetStackByID(ba.stackNumber); //may be nullptr if action is not about stack
const CStack *destinationStack = ba.actionType == Battle::WALK_AND_ATTACK ? gs->curB->battleGetStackByPos(ba.additionalInfo)
: ba.actionType == Battle::SHOOT ? gs->curB->battleGetStackByPos(ba.destinationTile)
: nullptr;
const bool isAboutActiveStack = stack && (stack == battleActiveStack());
logGlobal->traceStream() << boost::format(
"Making action: type=%d; side=%d; stack=%s; dst=%s; additionalInfo=%d; stackAtDst=%s")
% ba.actionType % (int)ba.side % (stack ? stack->getName() : std::string("none"))
% ba.destinationTile % ba.additionalInfo % (destinationStack ? destinationStack->getName() : std::string("none"));
switch(ba.actionType)
{
@ -3370,8 +3375,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
StartAction start_action(ba);
sendAndApply(&start_action); //start movement and attack
const CStack *stackAtEnd = gs->curB->battleGetStackByPos(ba.additionalInfo);
if(!stack || !stackAtEnd)
if(!stack || !destinationStack)
{
sendAndApply(&end_action);
break;
@ -3380,7 +3384,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
BattleHex startingPos = stack->position;
int distance = moveStack(ba.stackNumber, ba.destinationTile);
logGlobal->traceStream() << stack->nodeName() << " will attack " << stackAtEnd->nodeName();
logGlobal->traceStream() << stack->nodeName() << " will attack " << destinationStack->nodeName();
if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
&& !(stack->doubleWide()
@ -3396,12 +3400,12 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
break;
}
if(stackAtEnd && stack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
if(destinationStack && stack->ID == destinationStack->ID) //we should just move, it will be handled by following check
{
stackAtEnd = nullptr;
destinationStack = nullptr;
}
if(!stackAtEnd)
if(!destinationStack)
{
complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
ok = false;
@ -3409,7 +3413,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
break;
}
if( !CStack::isMeleeAttackPossible(stack, stackAtEnd) )
if( !CStack::isMeleeAttackPossible(stack, destinationStack) )
{
complain("Attack cannot be performed!");
sendAndApply(&end_action);
@ -3426,10 +3430,10 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
{
if (stack &&
stack->alive() && //move can cause death, eg. by walking into the moat
stackAtEnd->alive())
destinationStack->alive())
{
BattleAttack bat;
prepareAttack(bat, stack, stackAtEnd, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
prepareAttack(bat, stack, destinationStack, (i ? 0 : distance), ba.additionalInfo); //no distance travelled on second attack
//prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
handleAttackBeforeCasting(bat); //only before first attack
sendAndApply(&bat);
@ -3437,13 +3441,13 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
}
//counterattack
if (stackAtEnd
if (destinationStack
&& !stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
&& stackAtEnd->ableToRetaliate()
&& destinationStack->ableToRetaliate()
&& stack->alive()) //attacker may have died (fire shield)
{
BattleAttack bat;
prepareAttack(bat, stackAtEnd, stack, 0, stack->position);
prepareAttack(bat, destinationStack, stack, 0, stack->position);
bat.flags |= BattleAttack::COUNTER;
sendAndApply(&bat);
handleAfterAttackCasting(bat);
@ -3462,7 +3466,6 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
}
case Battle::SHOOT:
{
const CStack *destStack= gs->curB->battleGetStackByPos(ba.destinationTile);
if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
{
complain("Cannot shoot!");
@ -3475,7 +3478,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
{
BattleAttack bat;
bat.flags |= BattleAttack::SHOT;
prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
handleAttackBeforeCasting(bat);
sendAndApply(&bat);
handleAfterAttackCasting(bat);
@ -3485,14 +3488,14 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
if( destStack->alive()
if( destinationStack->alive()
&& (stack->getCreature()->idNumber == CreatureID::BALLISTA)
&& (attackingHero->getSecSkillLevel(SecondarySkill::ARTILLERY) >= SecSkillLevel::ADVANCED)
)
{
BattleAttack bat2;
bat2.flags |= BattleAttack::SHOT;
prepareAttack(bat2, stack, destStack, 0, ba.destinationTile);
prepareAttack(bat2, stack, destinationStack, 0, ba.destinationTile);
sendAndApply(&bat2);
}
//allow more than one additional attack
@ -3503,13 +3506,13 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
{
if(
stack->alive()
&& destStack->alive()
&& destinationStack->alive()
&& stack->shots
)
{
BattleAttack bat;
bat.flags |= BattleAttack::SHOT;
prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
prepareAttack(bat, stack, destinationStack, 0, ba.destinationTile);
sendAndApply(&bat);
handleAfterAttackCasting(bat);
}
@ -4983,6 +4986,7 @@ void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInst
HeroVisit hv;
hv.obj = obj;
hv.hero = h;
hv.player = h->tempOwner;
hv.starting = true;
sendAndApply(&hv);
@ -4996,6 +5000,7 @@ void CGameHandler::objectVisitEnded(const CObjectVisitQuery &query)
logGlobal->traceStream() << query.visitingHero->nodeName() << " visit ends.\n";
HeroVisit hv;
hv.player = query.players.front();
hv.obj = nullptr; //not necessary, moreover may have been deleted in the meantime
hv.hero = query.visitingHero;
assert(hv.hero);
@ -5059,6 +5064,7 @@ void CGameHandler::engageIntoBattle( PlayerColor player )
PlayerBlocked pb;
pb.player = player;
pb.reason = PlayerBlocked::UPCOMING_BATTLE;
pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
sendAndApply(&pb);
}

View File

@ -86,6 +86,11 @@ void CQuery::onExposure(CGameHandler *gh, QueryPtr topQuery)
gh->queries.popQuery(*this);
}
void CQuery::onAdding(CGameHandler *gh, PlayerColor color)
{
}
CObjectVisitQuery::CObjectVisitQuery(const CGObjectInstance *Obj, const CGHeroInstance *Hero, int3 Tile)
: visitedObject(Obj), visitingHero(Hero), tile(Tile), removeObjectAfterVisit(false)
{
@ -169,6 +174,7 @@ void Queries::addQuery(QueryPtr query)
void Queries::addQuery(PlayerColor player, QueryPtr query)
{
LOG_TRACE_PARAMS(logGlobal, "player='%s', query='%s'", player % query);
query->onAdding(gh, player);
queries[player].push_back(query);
}
@ -372,3 +378,21 @@ void CHeroMovementQuery::onExposure(CGameHandler *gh, QueryPtr topQuery)
gh->queries.popIfTop(*this);
}
void CHeroMovementQuery::onRemoval(CGameHandler *gh, PlayerColor color)
{
PlayerBlocked pb;
pb.player = color;
pb.reason = PlayerBlocked::ONGOING_MOVEMENT;
pb.startOrEnd = PlayerBlocked::BLOCKADE_ENDED;
gh->sendAndApply(&pb);
}
void CHeroMovementQuery::onAdding(CGameHandler *gh, PlayerColor color)
{
PlayerBlocked pb;
pb.player = color;
pb.reason = PlayerBlocked::ONGOING_MOVEMENT;
pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
gh->sendAndApply(&pb);
}

View File

@ -36,6 +36,7 @@ public:
virtual bool blocksPack(const CPack *pack) const; //query can block attempting actions by player. Eg. he can't move hero during the battle.
virtual bool endsByPlayerAnswer() const; //query is removed after player gives answer (like dialogs)
virtual void onAdding(CGameHandler *gh, PlayerColor color); //called just before query is pushed on stack
virtual void onRemoval(CGameHandler *gh, PlayerColor color); //called after query is removed from stack
virtual void onExposure(CGameHandler *gh, QueryPtr topQuery);//called when query immediately above is removed and this is exposed (becomes top)
virtual std::string toString() const;
@ -98,6 +99,8 @@ public:
virtual void onExposure(CGameHandler *gh, QueryPtr topQuery);
CHeroMovementQuery(const TryMoveHero &Tmh, const CGHeroInstance *Hero, bool VisitDestAfterVictory = false);
virtual void onAdding(CGameHandler *gh, PlayerColor color) override;
virtual void onRemoval(CGameHandler *gh, PlayerColor color) override;
};
class CDialogQuery : public CQuery