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https://github.com/vcmi/vcmi.git
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* INFINITE_DIST is now enum, it should cause least trouble that way. Uh, it's so hard to fight magic values these days.
* Fixed crashes in battles after loading game * Fixed crash in battle AI, when stack is blocked and stands next to an enemy * Fixes problem when server's moveStack is called with dest==position * Above should cover #1053.
This commit is contained in:
@@ -935,6 +935,9 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
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assert(gs->curB->isInTacticRange(dest));
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}
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if(curStack->position == dest)
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return 0;
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//initing necessary tables
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auto accessibility = getAccesibility();
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@@ -3255,7 +3258,10 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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{
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StartAction start_action(ba);
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sendAndApply(&start_action); //start movement
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moveStack(ba.stackNumber,ba.destinationTile); //move
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int walkedTiles = moveStack(ba.stackNumber,ba.destinationTile); //move
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if(!walkedTiles)
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complain("Stack failed movement!");
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sendAndApply(&end_action);
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break;
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}
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@@ -3306,26 +3312,25 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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{
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StartAction start_action(ba);
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sendAndApply(&start_action); //start movement and attack
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int startingPos = gs->curB->battleGetStackByID(ba.stackNumber)->position;
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int startingPos = stack->position;
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int distance = moveStack(ba.stackNumber, ba.destinationTile);
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const CStack *curStack = gs->curB->battleGetStackByID(ba.stackNumber),
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*stackAtEnd = gs->curB->battleGetStackByPos(ba.additionalInfo);
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const CStack *stackAtEnd = gs->curB->battleGetStackByPos(ba.additionalInfo);
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if(!curStack || !stackAtEnd)
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if(!stack || !stackAtEnd)
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{
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sendAndApply(&end_action);
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break;
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}
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tlog5 << curStack->nodeName() << " will attack " << stackAtEnd->nodeName() << std::endl;
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tlog5 << stack->nodeName() << " will attack " << stackAtEnd->nodeName() << std::endl;
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if(curStack->position != ba.destinationTile //we wasn't able to reach destination tile
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&& !(curStack->doubleWide()
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&& ( curStack->position == ba.destinationTile + (curStack->attackerOwned ? +1 : -1 ) )
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if(stack->position != ba.destinationTile //we wasn't able to reach destination tile
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&& !(stack->doubleWide()
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&& ( stack->position == ba.destinationTile + (stack->attackerOwned ? +1 : -1 ) )
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) //nor occupy specified hex
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)
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{
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std::string problem = "We cannot move this stack to its destination " + curStack->getCreature()->namePl;
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std::string problem = "We cannot move this stack to its destination " + stack->getCreature()->namePl;
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tlog3 << problem << std::endl;
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complain(problem);
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ok = false;
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@@ -3333,7 +3338,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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break;
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}
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if(stackAtEnd && curStack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
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if(stackAtEnd && stack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
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{
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stackAtEnd = NULL;
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}
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@@ -3346,7 +3351,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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break;
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}
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if( !CStack::isMeleeAttackPossible(curStack, stackAtEnd) )
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if( !CStack::isMeleeAttackPossible(stack, stackAtEnd) )
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{
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complain("Attack cannot be performed!");
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sendAndApply(&end_action);
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@@ -3357,39 +3362,39 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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//attack
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{
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BattleAttack bat;
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prepareAttack(bat, curStack, stackAtEnd, distance, ba.additionalInfo);
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prepareAttack(bat, stack, stackAtEnd, distance, ba.additionalInfo);
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handleAttackBeforeCasting(bat); //only before first attack
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sendAndApply(&bat);
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handleAfterAttackCasting(bat);
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}
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//counterattack
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if(!curStack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
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if(!stack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
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&& stackAtEnd->ableToRetaliate()
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&& curStack->alive()) //attacker may have died (fire shield)
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&& stack->alive()) //attacker may have died (fire shield)
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{
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BattleAttack bat;
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prepareAttack(bat, stackAtEnd, curStack, 0, curStack->position);
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prepareAttack(bat, stackAtEnd, stack, 0, stack->position);
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bat.flags |= BattleAttack::COUNTER;
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sendAndApply(&bat);
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handleAfterAttackCasting(bat);
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}
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//second attack
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if(curStack //FIXME: clones tend to dissapear during actions
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&& curStack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0
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&& !curStack->hasBonusOfType(Bonus::SHOOTER)
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&& curStack->alive()
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if(stack //FIXME: clones tend to dissapear during actions
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&& stack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0
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&& !stack->hasBonusOfType(Bonus::SHOOTER)
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&& stack->alive()
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&& stackAtEnd->alive() )
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{
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BattleAttack bat;
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prepareAttack(bat, curStack, stackAtEnd, 0, ba.additionalInfo);
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prepareAttack(bat, stack, stackAtEnd, 0, ba.additionalInfo);
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sendAndApply(&bat);
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handleAfterAttackCasting(bat);
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}
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//return
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if(curStack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != curStack->position && curStack->alive())
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if(stack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != stack->position && stack->alive())
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{
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moveStack(ba.stackNumber, startingPos);
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//NOTE: curStack->ID == ba.stackNumber (rev 1431)
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@@ -3399,10 +3404,12 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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}
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case BattleAction::SHOOT: //shoot
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{
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const CStack *curStack = gs->curB->battleGetStackByID(ba.stackNumber),
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*destStack= gs->curB->battleGetStackByPos(ba.destinationTile);
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if( !gs->curB->battleCanShoot(curStack, ba.destinationTile) )
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const CStack *destStack= gs->curB->battleGetStackByPos(ba.destinationTile);
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if( !gs->curB->battleCanShoot(stack, ba.destinationTile) )
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{
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complain("Cannot shoot!");
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break;
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}
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StartAction start_action(ba);
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sendAndApply(&start_action); //start shooting
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@@ -3410,30 +3417,30 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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{
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BattleAttack bat;
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bat.flags |= BattleAttack::SHOT;
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prepareAttack(bat, curStack, destStack, 0, ba.destinationTile);
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prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
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handleAttackBeforeCasting(bat);
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sendAndApply(&bat);
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handleAfterAttackCasting(bat);
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}
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//ballista & artillery handling
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if(destStack->alive() && curStack->getCreature()->idNumber == 146)
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if(destStack->alive() && stack->getCreature()->idNumber == 146)
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{
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BattleAttack bat2;
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bat2.flags |= BattleAttack::SHOT;
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prepareAttack(bat2, curStack, destStack, 0, ba.destinationTile);
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prepareAttack(bat2, stack, destStack, 0, ba.destinationTile);
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sendAndApply(&bat2);
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}
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//TODO: allow more than one additional attack
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if(curStack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
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&& curStack->alive()
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if(stack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
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&& stack->alive()
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&& destStack->alive()
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&& curStack->shots
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&& stack->shots
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)
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{
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BattleAttack bat;
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bat.flags |= BattleAttack::SHOT;
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prepareAttack(bat, curStack, destStack, 0, ba.destinationTile);
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prepareAttack(bat, stack, destStack, 0, ba.destinationTile);
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sendAndApply(&bat);
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handleAfterAttackCasting(bat);
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}
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