diff --git a/AI/EmptyAI/EmptyAI.vcxproj b/AI/EmptyAI/EmptyAI.vcxproj
index 19c4f8e62..e80f7a21f 100644
--- a/AI/EmptyAI/EmptyAI.vcxproj
+++ b/AI/EmptyAI/EmptyAI.vcxproj
@@ -68,40 +68,38 @@
+
+
+
+
- ..\..\..\AI
+ $(VCMI_Out)\AI\
$(IncludePath)
$(LibraryPath)
- $(SolutionDir)\AI\
- $(IncludePath)
- $(LibraryPath)
+ $(VCMI_Out)\AI\
- $(SolutionDir)$(Configuration)\bin\AI\
- $(IncludePath)
- $(LibraryPath)
+ $(VCMI_Out)\AI\
- $(SolutionDir)$(Configuration)\bin\AI\
- $(IncludePath)
- $(LibraryPath)
+ $(VCMI_Out)\AI\
@@ -116,7 +114,6 @@
true
VCMI_lib.lib;%(AdditionalDependencies)
- ../..;../../../libs;../../..;%(AdditionalLibraryDirectories)
$(OutDir)EmptyAI.dll
@@ -132,7 +129,6 @@
true
VCMI_lib.lib;%(AdditionalDependencies)
- $(OutDir)..;%(AdditionalLibraryDirectories)
$(OutDir)EmptyAI.dll
@@ -146,13 +142,13 @@
Use
StdInc.h
_WINDLL;%(PreprocessorDefinitions)
+ /Zm130 %(AdditionalOptions)
true
true
true
VCMI_lib.lib;%(AdditionalDependencies)
- 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)
$(OutDir)EmptyAI.dll
@@ -166,13 +162,13 @@
Use
StdInc.h
_WINDLL;%(PreprocessorDefinitions)
+ /Zm130 %(AdditionalOptions)
true
true
true
VCMI_lib.lib;%(AdditionalDependencies)
- $(OutDir)..;%(AdditionalLibraryDirectories)
$(OutDir)EmptyAI.dll
diff --git a/AI/VCAI/VCAI.cpp b/AI/VCAI/VCAI.cpp
index 99ca58145..6bfe0bbf3 100644
--- a/AI/VCAI/VCAI.cpp
+++ b/AI/VCAI/VCAI.cpp
@@ -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 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 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 lock(mx);
+ ongoingHeroMovement = ongoing;
+ cv.notify_all();
+}
+
int3 whereToExplore(HeroPtr h)
{
//TODO it's stupid and ineffective, write sth better
diff --git a/AI/VCAI/VCAI.h b/AI/VCAI/VCAI.h
index 6f6ed9c4f..38c14b81a 100644
--- a/AI/VCAI/VCAI.h
+++ b/AI/VCAI/VCAI.h
@@ -75,6 +75,8 @@ class AIStatus
BattleState battle;
std::map remainingQueries;
std::map requestToQueryID; //IDs of answer-requests sent to server => query ids (so we can match answer confirmation from server to the query)
+ std::vector 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 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;
diff --git a/client/CPlayerInterface.cpp b/client/CPlayerInterface.cpp
index 880985a95..b8ce4d916 100644
--- a/client/CPlayerInterface.cpp
+++ b/client/CPlayerInterface.cpp
@@ -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 & 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())
diff --git a/client/CPlayerInterface.h b/client/CPlayerInterface.h
index d7661f9ca..5449f36db 100644
--- a/client/CPlayerInterface.h
+++ b/client/CPlayerInterface.h
@@ -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 & 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 > & 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
diff --git a/client/NetPacksClient.cpp b/client/NetPacksClient.cpp
index 74b32f07f..8bb53211a 100644
--- a/client/NetPacksClient.cpp
+++ b/client/NetPacksClient.cpp
@@ -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 )
diff --git a/client/battle/CBattleAnimations.cpp b/client/battle/CBattleAnimations.cpp
index 5cefa3f4e..d14d6c442 100644
--- a/client/battle/CBattleAnimations.cpp
+++ b/client/battle/CBattleAnimations.cpp
@@ -85,7 +85,9 @@ CBattleStackAnimation::CBattleStackAnimation(CBattleInterface * owner, const CSt
: CBattleAnimation(owner),
myAnim(owner->creAnims[stack->ID]),
stack(stack)
-{}
+{
+ assert(myAnim);
+}
void CAttackAnimation::nextFrame()
{
diff --git a/client/battle/CBattleInterface.cpp b/client/battle/CBattleInterface.cpp
index e4d413468..99968101a 100644
--- a/client/battle/CBattleInterface.cpp
+++ b/client/battle/CBattleInterface.cpp
@@ -153,7 +153,7 @@ CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSe
//initializing armies
this->army1 = army1;
this->army2 = army2;
- std::vector stacks = curInt->cb->battleGetAllStacks();
+ std::vector stacks = curInt->cb->battleGetAllStacks(true);
for(const CStack *s : stacks)
{
newStack(s);
@@ -3652,7 +3652,7 @@ void CBattleInterface::showPiecesOfWall(SDL_Surface * to, std::vector piece
const CStack *turret = nullptr;
- for(auto & stack : curInt->cb->battleGetAllStacks())
+ for(auto & stack : curInt->cb->battleGetAllStacks(true))
{
if(stack->position == stackPos)
{
diff --git a/lib/CBattleCallback.cpp b/lib/CBattleCallback.cpp
index 3a47a42d0..90c1a7c92 100644
--- a/lib/CBattleCallback.cpp
+++ b/lib/CBattleCallback.cpp
@@ -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 &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 &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
diff --git a/lib/CBattleCallback.h b/lib/CBattleCallback.h
index 8eb55d115..c0d084850 100644
--- a/lib/CBattleCallback.h
+++ b/lib/CBattleCallback.h
@@ -168,7 +168,7 @@ public:
ETerrainType battleTerrainType() const;
BFieldType battleGetBattlefieldType() const;
std::vector > battleGetAllObstacles(boost::optional 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
diff --git a/lib/CGameState.cpp b/lib/CGameState.cpp
index 004200bcf..2a585e051 100644
--- a/lib/CGameState.cpp
+++ b/lib/CGameState.cpp
@@ -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)
{
diff --git a/lib/CObjectHandler.cpp b/lib/CObjectHandler.cpp
index 0f809b026..af518130f 100644
--- a/lib/CObjectHandler.cpp
+++ b/lib/CObjectHandler.cpp
@@ -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);
diff --git a/lib/CObjectHandler.h b/lib/CObjectHandler.h
index 068f40638..79448c5da 100644
--- a/lib/CObjectHandler.h
+++ b/lib/CObjectHandler.h
@@ -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;
+ });
}
//////////////////////////////////////////////////////////////////////////
diff --git a/lib/CTownHandler.h b/lib/CTownHandler.h
index 693651e09..734987935 100644
--- a/lib/CTownHandler.h
+++ b/lib/CTownHandler.h
@@ -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);
}
}
diff --git a/lib/IGameEventsReceiver.h b/lib/IGameEventsReceiver.h
index c2b5165eb..290ffa7b8 100644
--- a/lib/IGameEventsReceiver.h
+++ b/lib/IGameEventsReceiver.h
@@ -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 > & 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
diff --git a/lib/NetPacks.h b/lib/NetPacks.h
index ec2bcee53..6b8191a07 100644
--- a/lib/NetPacks.h
+++ b/lib/NetPacks.h
@@ -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 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 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);
diff --git a/lib/NetPacksLib.cpp b/lib/NetPacksLib.cpp
index 5409c20f0..e87e82347 100644
--- a/lib/NetPacksLib.cpp
+++ b/lib/NetPacksLib.cpp
@@ -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;
diff --git a/server/CGameHandler.cpp b/server/CGameHandler.cpp
index 723fa18c2..1700ad645 100644
--- a/server/CGameHandler.cpp
+++ b/server/CGameHandler.cpp
@@ -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);
}
diff --git a/server/CQuery.cpp b/server/CQuery.cpp
index 1f530d39e..748635efc 100644
--- a/server/CQuery.cpp
+++ b/server/CQuery.cpp
@@ -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);
+}
diff --git a/server/CQuery.h b/server/CQuery.h
index e2301052c..f04dacf9e 100644
--- a/server/CQuery.h
+++ b/server/CQuery.h
@@ -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