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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

* improvements in battle support - moving creatures work though there are small graphic glitches

* @neweagle - I've replaced in VCMI_Lib.h your #ifndef with #ifdef since you modification affected (and broke) compilation only on MSVC. Is it ok now?
This commit is contained in:
Michał W. Urbańczyk 2008-08-04 23:04:15 +00:00
parent 1bd3a677fe
commit a5354271e2
9 changed files with 303 additions and 302 deletions

View File

@ -18,6 +18,7 @@
#include <boost/thread.hpp>
#include <boost/foreach.hpp>
#include "lib/NetPacks.h"
#include <boost/thread/shared_mutex.hpp>
#ifdef min
#undef min
#endif
@ -53,7 +54,7 @@ bool CCallback::moveHero(int ID, CPath * path, int idtype, int pathType)
else //idtype==1; player<0
{
for(std::map<ui8, PlayerState>::iterator j=CGI->state->players.begin(); j!=CGI->state->players.end(); ++j)
for(std::map<ui8, PlayerState>::iterator j=gs->players.begin(); j!=gs->players.end(); ++j)
{
for (int i=0; i<(*j).second.heroes.size();i++)
{
@ -264,10 +265,12 @@ const CGTownInstance * CCallback::getTownInfo(int val, bool mode) //mode = 0 ->
}
int CCallback::howManyHeroes()
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->players[player].heroes.size();
}
const CGHeroInstance * CCallback::getHeroInfo(int player, int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
if (gs->currentPlayer!=player) //TODO: checking if we are allowed to give that info
return NULL;
if (!mode)
@ -287,41 +290,22 @@ const CGHeroInstance * CCallback::getHeroInfo(int player, int val, bool mode) //
int CCallback::getResourceAmount(int type)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->players[player].resources[type];
}
std::vector<si32> CCallback::getResourceAmount()
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->players[player].resources;
}
int CCallback::getDate(int mode)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->getDate(mode);
}
std::vector < std::string > CCallback::getObjDescriptions(int3 pos)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
std::vector<std::string> ret;
BOOST_FOREACH(const CGObjectInstance * obj, gs->map->terrain[pos.x][pos.y][pos.z].blockingObjects)
ret.push_back(obj->hoverName);
@ -362,17 +346,20 @@ bool CCallback::verifyPath(CPath * path, bool blockSea)
std::vector< std::vector< std::vector<unsigned char> > > & CCallback::getVisibilityMap()
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->players[player].fogOfWarMap;
}
bool CCallback::isVisible(int3 pos, int Player)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->players[Player].fogOfWarMap[pos.x][pos.y][pos.z];
}
std::vector < const CGTownInstance *> CCallback::getTownsInfo(bool onlyOur)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
std::vector < const CGTownInstance *> ret = std::vector < const CGTownInstance *>();
for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
{
@ -388,6 +375,7 @@ std::vector < const CGTownInstance *> CCallback::getTownsInfo(bool onlyOur)
}
std::vector < const CGHeroInstance *> CCallback::getHeroesInfo(bool onlyOur)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
std::vector < const CGHeroInstance *> ret;
for(int i=0;i<gs->map->heroes.size();i++)
{
@ -411,6 +399,7 @@ int CCallback::getMyColor()
}
int CCallback::getHeroSerial(const CGHeroInstance * hero)
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
for (int i=0; i<gs->players[player].heroes.size();i++)
{
if (gs->players[player].heroes[i]==hero)
@ -432,9 +421,6 @@ const CCreatureSet* CCallback::getGarrison(const CGObjectInstance *obj)
int CCallback::swapCreatures(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)
{
if(s1->tempOwner != player || s2->tempOwner != player)
return -1;
*cl->serv << ui16(502) << ui8(1) << s1->id << ui8(p1) << s2->id << ui8(p2);
@ -469,6 +455,7 @@ bool CCallback::dismissHero(const CGHeroInstance *hero)
int CCallback::getMySerial()
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->players[player].serial;
}
@ -517,7 +504,8 @@ bool CCallback::buildBuilding(const CGTownInstance *town, si32 buildingID)
int CCallback::battleGetBattlefieldType()
{
return CGI->mh->ttiles[CGI->state->curB->tile.x][CGI->state->curB->tile.y][CGI->state->curB->tile.z].tileInfo->tertype;
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return CGI->mh->ttiles[gs->curB->tile.x][gs->curB->tile.y][gs->curB->tile.z].tileInfo->tertype;
}
int CCallback::battleGetObstaclesAtTile(int tile) //returns bitfield
@ -527,17 +515,15 @@ int CCallback::battleGetObstaclesAtTile(int tile) //returns bitfield
}
int CCallback::battleGetStack(int pos)
{
return CGI->state->battleGetStack(pos);
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->battleGetStack(pos);
}
CStack* CCallback::battleGetStackByID(int ID)
{
for(int g=0; g<CGI->state->curB->stacks.size(); ++g)
{
if(CGI->state->curB->stacks[g]->ID == ID)
return CGI->state->curB->stacks[g];
}
return NULL;
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
if(!gs->curB) return NULL;
return gs->curB->getStack(ID);
}
CStack* CCallback::battleGetStackByPos(int pos)
@ -547,30 +533,33 @@ CStack* CCallback::battleGetStackByPos(int pos)
int CCallback::battleGetPos(int stack)
{
for(int g=0; g<CGI->state->curB->stacks.size(); ++g)
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
for(int g=0; g<gs->curB->stacks.size(); ++g)
{
if(CGI->state->curB->stacks[g]->ID == stack)
return CGI->state->curB->stacks[g]->position;
if(gs->curB->stacks[g]->ID == stack)
return gs->curB->stacks[g]->position;
}
return -1;
}
std::map<int, CStack> CCallback::battleGetStacks()
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
std::map<int, CStack> ret;
for(int g=0; g<CGI->state->curB->stacks.size(); ++g)
for(int g=0; g<gs->curB->stacks.size(); ++g)
{
ret[CGI->state->curB->stacks[g]->ID] = *(CGI->state->curB->stacks[g]);
ret[gs->curB->stacks[g]->ID] = *(gs->curB->stacks[g]);
}
return ret;
}
CCreature CCallback::battleGetCreature(int number)
{
for(int h=0; h<CGI->state->curB->stacks.size(); ++h)
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
for(int h=0; h<gs->curB->stacks.size(); ++h)
{
if(CGI->state->curB->stacks[h]->ID == number) //creature found
return *(CGI->state->curB->stacks[h]->creature);
if(gs->curB->stacks[h]->ID == number) //creature found
return *(gs->curB->stacks[h]->creature);
}
#ifndef __GNUC__
throw new std::exception("Cannot find the creature");
@ -581,20 +570,23 @@ CCreature CCallback::battleGetCreature(int number)
std::vector<int> CCallback::battleGetAvailableHexes(int ID)
{
return CGI->state->battleGetRange(ID);
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->battleGetRange(ID);
}
bool CCallback::battleIsStackMine(int ID)
{
for(int h=0; h<CGI->state->curB->stacks.size(); ++h)
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
for(int h=0; h<gs->curB->stacks.size(); ++h)
{
if(CGI->state->curB->stacks[h]->ID == ID) //creature found
return CGI->state->curB->stacks[h]->owner == player;
if(gs->curB->stacks[h]->ID == ID) //creature found
return gs->curB->stacks[h]->owner == player;
}
return false;
}
bool CCallback::battleCanShoot(int ID, int dest) //TODO: finish
{
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
if(battleGetStackByID(ID)->creature->isShooting()
&& battleGetStack(dest) != -1
&& battleGetStackByPos(dest)->owner != battleGetStackByID(ID)->owner

View File

@ -86,6 +86,140 @@ CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
//}
return nobj;
}
CStack * BattleInfo::getStack(int stackID)
{
for(int g=0; g<stacks.size(); ++g)
{
if(stacks[g]->ID == stackID)
return stacks[g];
}
return NULL;
}
CStack * BattleInfo::getStackT(int tileID)
{
for(int g=0; g<stacks.size(); ++g)
{
if(stacks[g]->position == tileID
|| (stacks[g]->creature->isDoubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
|| (stacks[g]->creature->isDoubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
{
if(stacks[g]->alive)
{
return stacks[g];
}
}
}
return NULL;
}
void BattleInfo::getAccessibilityMap(bool *accessibility)
{
memset(accessibility,1,187); //initialize array with trues
for(int g=0; g<stacks.size(); ++g)
{
if(!stacks[g]->alive) //we don't want to lock enemy's positions and this units' position
continue;
accessibility[stacks[g]->position] = false;
if(stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
{
if(stacks[g]->attackerOwned)
accessibility[stacks[g]->position-1] = false;
else
accessibility[stacks[g]->position+1] = false;
}
}
}
void BattleInfo::getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide) //send pointer to at least 187 allocated bytes
{
bool mac[187];
getAccessibilityMap(mac);
memcpy(accessibility,mac,187);
for(int b=0; b<187; ++b)
{
if( mac[b] && !(atackerSide ? mac[b-1] : mac[b+1]))
{
accessibility[b] = false;
}
}
//removing accessibility for side hexes
for(int v=0; v<187; ++v)
if(atackerSide ? (v%17)==1 : (v%17)==15)
accessibility[v] = false;
}
std::vector<int> BattleInfo::getPath(int start, int dest, bool*accessibility)
{
int predecessor[187]; //for getting the Path
for(int b=0; b<187; ++b)
predecessor[b] = -1;
//bfsing
int dists[187]; //calculated distances
std::queue<int> hexq; //bfs queue
hexq.push(start);
for(int g=0; g<187; ++g)
dists[g] = 100000000;
dists[hexq.front()] = 0;
int curNext = -1; //for bfs loop only (helper var)
while(!hexq.empty()) //bfs loop
{
int curHex = hexq.front();
hexq.pop();
curNext = curHex - ( (curHex/17)%2 ? 18 : 17 );
if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top left
{
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
}
curNext = curHex - ( (curHex/17)%2 ? 17 : 16 );
if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top right
{
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
}
curNext = curHex - 1;
if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //left
{
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
}
curNext = curHex + 1;
if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //right
{
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
}
curNext = curHex + ( (curHex/17)%2 ? 16 : 17 );
if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom left
{
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
}
curNext = curHex + ( (curHex/17)%2 ? 17 : 18 );
if((curNext < 187) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom right
{
hexq.push(curNext);
dists[curNext] = dists[curHex] + 1;
predecessor[curNext] = curHex;
}
}
//following the Path
std::vector<int> path;
int curElem = dest;
while(curElem != start)
{
path.push_back(curElem);
curElem = predecessor[curElem];
}
return path;
}
CStack::CStack(CCreature * C, int A, int O, int I, bool AO)
:creature(C),amount(A),owner(O), alive(true), position(-1), ID(I), attackerOwned(AO), firstHPleft(C->hitPoints)
{
@ -238,6 +372,13 @@ void CGameState::apply(IPack * pack)
delete curB->stacks[i];
delete curB;
curB = NULL;
break;
}
case 3004:
{
BattleStackMoved *br = static_cast<BattleStackMoved*>(pack);
curB->getStack(br->stack)->position = br->tile;
break;
}
//case 1002://set hover name
// {
@ -749,254 +890,6 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
}
}
}
void CGameState::battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CArmedInstance *hero1, CArmedInstance *hero2)
{/*
curB = new BattleInfo();
std::vector<CStack*> & stacks = (curB->stacks);
curB->army1=army1;
curB->army2=army2;
curB->hero1=dynamic_cast<CGHeroInstance*>(hero1);
curB->hero2=dynamic_cast<CGHeroInstance*>(hero2);
curB->side1=(hero1)?(hero1->tempOwner):(-1);
curB->side2=(hero2)?(hero2->tempOwner):(-1);
curB->round = -2;
curB->stackActionPerformed = false;
for(std::map<int,std::pair<ui32,si32> >::iterator i = army1->slots.begin(); i!=army1->slots.end(); i++)
{
stacks.push_back(new CStack(i->second.first,i->second.second,0, stacks.size(), true));
stacks[stacks.size()-1]->ID = stacks.size()-1;
}
//initialization of positions
switch(army1->slots.size()) //for attacker
{
case 0:
break;
case 1:
stacks[0]->position = 86; //6
break;
case 2:
stacks[0]->position = 35; //3
stacks[1]->position = 137; //9
break;
case 3:
stacks[0]->position = 35; //3
stacks[1]->position = 86; //6
stacks[2]->position = 137; //9
break;
case 4:
stacks[0]->position = 1; //1
stacks[1]->position = 69; //5
stacks[2]->position = 103; //7
stacks[3]->position = 171; //11
break;
case 5:
stacks[0]->position = 1; //1
stacks[1]->position = 35; //3
stacks[2]->position = 86; //6
stacks[3]->position = 137; //9
stacks[4]->position = 171; //11
break;
case 6:
stacks[0]->position = 1; //1
stacks[1]->position = 35; //3
stacks[2]->position = 69; //5
stacks[3]->position = 103; //7
stacks[4]->position = 137; //9
stacks[5]->position = 171; //11
break;
case 7:
stacks[0]->position = 1; //1
stacks[1]->position = 35; //3
stacks[2]->position = 69; //5
stacks[3]->position = 86; //6
stacks[4]->position = 103; //7
stacks[5]->position = 137; //9
stacks[6]->position = 171; //11
break;
default: //fault
break;
}
for(std::map<int,std::pair<ui32,si32> >::iterator i = army2->slots.begin(); i!=army2->slots.end(); i++)
stacks.push_back(new CStack(i->second.first,i->second.second,1, stacks.size(), false));
switch(army2->slots.size()) //for defender
{
case 0:
break;
case 1:
stacks[0+army1->slots.size()]->position = 100; //6
break;
case 2:
stacks[0+army1->slots.size()]->position = 49; //3
stacks[1+army1->slots.size()]->position = 151; //9
break;
case 3:
stacks[0+army1->slots.size()]->position = 49; //3
stacks[1+army1->slots.size()]->position = 100; //6
stacks[2+army1->slots.size()]->position = 151; //9
break;
case 4:
stacks[0+army1->slots.size()]->position = 15; //1
stacks[1+army1->slots.size()]->position = 83; //5
stacks[2+army1->slots.size()]->position = 117; //7
stacks[3+army1->slots.size()]->position = 185; //11
break;
case 5:
stacks[0+army1->slots.size()]->position = 15; //1
stacks[1+army1->slots.size()]->position = 49; //3
stacks[2+army1->slots.size()]->position = 100; //6
stacks[3+army1->slots.size()]->position = 151; //9
stacks[4+army1->slots.size()]->position = 185; //11
break;
case 6:
stacks[0+army1->slots.size()]->position = 15; //1
stacks[1+army1->slots.size()]->position = 49; //3
stacks[2+army1->slots.size()]->position = 83; //5
stacks[3+army1->slots.size()]->position = 117; //7
stacks[4+army1->slots.size()]->position = 151; //9
stacks[5+army1->slots.size()]->position = 185; //11
break;
case 7:
stacks[0+army1->slots.size()]->position = 15; //1
stacks[1+army1->slots.size()]->position = 49; //3
stacks[2+army1->slots.size()]->position = 83; //5
stacks[3+army1->slots.size()]->position = 100; //6
stacks[4+army1->slots.size()]->position = 117; //7
stacks[5+army1->slots.size()]->position = 151; //9
stacks[6+army1->slots.size()]->position = 185; //11
break;
default: //fault
break;
}
for(int g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
{
if((stacks[g]->position%17)==1 && stacks[g]->creature->isDoubleWide())
{
stacks[g]->position += 1;
}
else if((stacks[g]->position%17)==15 && stacks[g]->creature->isDoubleWide())
{
stacks[g]->position -= 1;
}
}
std::stable_sort(stacks.begin(),stacks.end(),cmpst);
//for start inform players about battle
for(std::map<int, PlayerState>::iterator j=players.begin(); j!=players.end(); ++j)//->players.size(); ++j) //for testing
{
if (j->first > PLAYER_LIMIT)
break;
if(j->second.fogOfWarMap[tile.x][tile.y][tile.z])
{ //player should be notified
tribool side = tribool::indeterminate_value;
if(j->first == curB->side1) //player is attacker
side = false;
else if(j->first == curB->side2) //player is defender
side = true;
else
continue; //no witnesses
if(VLC->playerint[j->second.serial]->human)
{
((CPlayerInterface*)( VLC->playerint[j->second.serial] ))->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
}
else
{
//VLC->playerint[j->second.serial]->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
}
}
}
curB->round++;
if( (curB->hero1 && curB->hero1->getSecSkillLevel(19)>=0) || ( curB->hero2 && curB->hero2->getSecSkillLevel(19)>=0) )//someone has tactics
{
//TODO: wywolania dla rundy -1, ograniczenie pola ruchu, etc
}
curB->round++;
//SDL_Thread * eventh = SDL_CreateThread(battleEventThread, NULL);
while(true) //till the end of the battle ;]
{
bool battleEnd = false;
//tell players about next round
for(int v=0; v<VLC->playerint.size(); ++v)
VLC->playerint[v]->battleNewRound(curB->round);
//stack loop
for(int i=0;i<stacks.size();i++)
{
curB->activeStack = i;
curB->stackActionPerformed = false;
if(stacks[i]->alive) //indicate posiibility of making action for this unit
{
unsigned char owner = (stacks[i]->owner)?(hero2 ? hero2->tempOwner : 255):(hero1->tempOwner);
unsigned char serialOwner = -1;
for(int g=0; g<VLC->playerint.size(); ++g)
{
if(VLC->playerint[g]->playerID == owner)
{
serialOwner = g;
break;
}
}
if(serialOwner==255) //neutral unit
{
}
else if(VLC->playerint[serialOwner]->human)
{
BattleAction ba = ((CPlayerInterface*)VLC->playerint[serialOwner])->activeStack(stacks[i]->ID);
switch(ba.actionType)
{
case 2: //walk
{
battleMoveCreatureStack(ba.stackNumber, ba.destinationTile);
}
case 3: //defend
{
break;
}
case 4: //retreat/flee
{
for(int v=0; v<VLC->playerint.size(); ++v) //tell about the end of this battle to interfaces
VLC->playerint[v]->battleEnd(army1, army2, hero1, hero2, std::vector<int>(), 0, false);
battleEnd = true;
break;
}
case 6: //walk or attack
{
battleMoveCreatureStack(ba.stackNumber, ba.destinationTile);
battleAttackCreatureStack(ba.stackNumber, ba.destinationTile);
break;
}
case 7: //shoot
{
battleShootCreatureStack(ba.stackNumber, ba.destinationTile);
break;
}
}
}
else
{
//VLC->playerint[serialOwner]->activeStack(stacks[i]->ID);
}
}
if(battleEnd)
break;
//sprawdzic czy po tej akcji ktoras strona nie wygrala bitwy
}
if(battleEnd)
break;
curB->round++;
SDL_Delay(50);
}
for(int i=0;i<stacks.size();i++)
delete stacks[i];
delete curB;
curB = NULL;*/
}
bool CGameState::battleMoveCreatureStack(int ID, int dest)
{/*
//first checks

View File

@ -1,8 +1,10 @@
#ifndef CGAMESTATE_H
#define CGAMESTATE_H
#include "global.h"
#ifndef _MSC_VER
#include "../hch/CCreatureHandler.h"
#include "lib/VCMI_Lib.h"
#endif
#include <set>
#include <vector>
#ifdef _WIN32
@ -61,6 +63,11 @@ struct DLL_EXPORT BattleInfo
{
h & side1 & side2 & round & activeStack & siege & tile & stacks & army1 & army2 & hero1 & hero2;
}
CStack * getStack(int stackID);
CStack * getStackT(int tileID);
void getAccessibilityMap(bool *accessibility); //send pointer to at least 187 allocated bytes
void getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide); //send pointer to at least 187 allocated bytes
std::vector<int> getPath(int start, int dest, bool*accessibility);
};
class DLL_EXPORT CStack
@ -122,7 +129,6 @@ private:
CGHeroInstance *getHero(int objid);
void battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CArmedInstance *hero1, CArmedInstance *hero2);
bool battleMoveCreatureStack(int ID, int dest);
bool battleAttackCreatureStack(int ID, int dest);
bool battleShootCreatureStack(int ID, int dest);

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@ -1993,6 +1993,7 @@ BattleAction CPlayerInterface::activeStack(int stackID) //called when it's turn
//tidy up
BattleAction ret = *(b->givenCommand->data);
delete b->givenCommand->data;
b->givenCommand->data = NULL;
//return command
return ret;
@ -2010,6 +2011,7 @@ void CPlayerInterface::battleEnd(BattleResult *br)
void CPlayerInterface::battleStackMoved(int ID, int dest, bool startMoving, bool endMoving)
{
boost::unique_lock<boost::mutex> un(*pim);
dynamic_cast<CBattleInterface*>(curint)->stackMoved(ID, dest, startMoving, endMoving);
}

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@ -353,7 +353,7 @@ void CClient::process(int what)
*serv >> sas;
std::cout << "Active stack: " << sas.stack <<std::endl;
gs->apply(&sas);
boost::thread(boost::bind(&CClient::waitForMoveAndSend,this,gs->curB->stacks[sas.stack]->owner));
boost::thread(boost::bind(&CClient::waitForMoveAndSend,this,gs->curB->getStack(sas.stack)->owner));
break;
}
case 3003:
@ -368,8 +368,18 @@ void CClient::process(int what)
playerint[gs->curB->side2]->battleEnd(&br);
gs->apply(&br);
break;
}
case 3004:
{
BattleStackMoved br;
*serv >> br;
std::cout << "Stack "<<br.stack <<" moves to the tile "<<br.tile<<std::endl;
if(playerint.find(gs->curB->side1) != playerint.end())
playerint[gs->curB->side1]->battleStackMoved(br.stack,br.tile,br.flags&1,br.flags&2);
if(playerint.find(gs->curB->side2) != playerint.end())
playerint[gs->curB->side2]->battleStackMoved(br.stack,br.tile,br.flags&1,br.flags&2);
gs->apply(&br);
break;
}
case 9999:

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@ -301,6 +301,28 @@ struct BattleResult : public CPack<BattleResult>//3003
}
};
struct BattleStackMoved : public CPack<BattleStackMoved>//3004
{
ui32 stack, tile;
ui8 flags;
BattleStackMoved(){flags = 0; type = 3004;};
bool startMoving()
{
return flags & 1;
}
bool endMoving()
{
return flags & 2;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stack & tile & flags;
}
};
struct ShowInInfobox : public CPack<ShowInInfobox> //107
{
ShowInInfobox(){type = 107;};

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@ -57,7 +57,7 @@ public:
//StartInfo scenarioOps;
};
#ifndef __GNUC__
#ifdef __GNUC__
DLL_EXPORT LibClasses * VLC;
#else
extern DLL_EXPORT LibClasses * VLC;

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@ -315,7 +315,7 @@ void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile
{
if(!stacks[i]->alive) continue;//indicates imposiibility of making action for this dead unit
BattleSetActiveStack sas;
sas.stack = i;
sas.stack = stacks[i]->ID;
sendAndApply(&sas);
//wait for response about battle action
@ -323,6 +323,7 @@ void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile
boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
while(!battleMadeAction.data)
battleMadeAction.cond.wait(lock);
battleMadeAction.data = false;
}
}
@ -584,7 +585,80 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
{
case 2: //walk
{
//battleMoveCreatureStack(ba.stackNumber, ba.destinationTile);
CStack *curStack = gs->curB->getStack(ba.stackNumber),
*stackAtEnd = gs->curB->getStackT(ba.destinationTile);
//initing necessary tables
bool accessibility[187];
if(curStack->creature->isDoubleWide())
{
gs->curB->getAccessibilityMapForTwoHex(accessibility,curStack->attackerOwned);
accessibility[curStack->attackerOwned ? curStack->position+1 : curStack->position-1]=true;//OUR second tile is for US accessible
}
else
gs->curB->getAccessibilityMap(accessibility);
accessibility[curStack->position] = true; //OUR tile is for US accessible
//if(!stackAtEnd && !accessibility[dest])
// return false;
//if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex
// return false;
std::vector<int> path = gs->curB->getPath(curStack->position,ba.destinationTile,accessibility);
for(int v=path.size()-1; v>=0; --v)
{
if(v!=0 || !stackAtEnd) //it's not the last step or the last tile is free
{
//inform clients about move
BattleStackMoved sm;
sm.stack = curStack->ID;
sm.tile = path[v];
if(v==path.size()-1)//move start - set flag
sm.flags |= 1;
if(v==0 || (stackAtEnd && v==1)) //move end - set flag
sm.flags |= 2;
sendAndApply(&sm);
}
else //if it's last step and we should attack unit at the end
{
//LOCPLINT->battleStackAttacking(ID, path[v]);
////counting dealt damage
//int finalDmg = calculateDmg(curStack, curB->stacks[numberOfStackAtEnd]);
////applying damages
//int cresKilled = finalDmg / curB->stacks[numberOfStackAtEnd]->creature->hitPoints;
//int damageFirst = finalDmg % curB->stacks[numberOfStackAtEnd]->creature->hitPoints;
//if( curB->stacks[numberOfStackAtEnd]->firstHPleft <= damageFirst )
//{
// curB->stacks[numberOfStackAtEnd]->amount -= 1;
// curB->stacks[numberOfStackAtEnd]->firstHPleft += curB->stacks[numberOfStackAtEnd]->creature->hitPoints - damageFirst;
//}
//else
//{
// curB->stacks[numberOfStackAtEnd]->firstHPleft -= damageFirst;
//}
//int cresInstackBefore = curB->stacks[numberOfStackAtEnd]->amount;
//curB->stacks[numberOfStackAtEnd]->amount -= cresKilled;
//if(curB->stacks[numberOfStackAtEnd]->amount<=0) //stack killed
//{
// curB->stacks[numberOfStackAtEnd]->amount = 0;
// LOCPLINT->battleStackKilled(curB->stacks[numberOfStackAtEnd]->ID, finalDmg, std::min(cresKilled, cresInstackBefore) , ID, false);
// curB->stacks[numberOfStackAtEnd]->alive = false;
//}
//else
//{
// LOCPLINT->battleStackIsAttacked(curB->stacks[numberOfStackAtEnd]->ID, finalDmg, std::min(cresKilled, cresInstackBefore), ID, false);
//}
//damage applied
}
}
//curB->stackActionPerformed = true;
//LOCPLINT->actionFinished(BattleAction());
break;
}
case 3: //defend

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@ -3,7 +3,9 @@
#include <set>
#include "../CGameState.h"
#include "../lib/Connection.h"
#ifndef _MSC_VER
#include <boost/thread.hpp>
#endif
class CVCMIServer;
class CGameState;
//class CConnection;