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vcmi/client/HeroMovementController.cpp

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/*
* CPlayerInterface.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "HeroMovementController.h"
#include "CGameInfo.h"
#include "CMusicHandler.h"
#include "CPlayerInterface.h"
#include "PlayerLocalState.h"
#include "adventureMap/AdventureMapInterface.h"
#include "eventsSDL/InputHandler.h"
#include "gui/CGuiHandler.h"
#include "gui/CursorHandler.h"
#include "mapView/mapHandler.h"
#include "../CCallback.h"
#include "../lib/pathfinder/CGPathNode.h"
#include "../lib/mapObjects/CGHeroInstance.h"
#include "../lib/mapObjects/MiscObjects.h"
#include "../lib/RoadHandler.h"
#include "../lib/TerrainHandler.h"
#include "../lib/NetPacks.h"
#include "../lib/CondSh.h"
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// Code flow of movement process:
// - Player requests movement (e.g. press "move" button)
// -> calls doMoveHero (GUI thread)
// -> -> sends LOCPLINT->cb->moveHero
// - Server sends reply
// -> calls heroMoved (NETWORK thread)
// -> -> animation starts, sound starts
// -> -> waits for animation to finish
// -> -> if player have requested stop and path is not finished, calls doMoveHero again
//
// - Players requests movement stop (e.g. mouse click during movement)
// -> calls movementStopRequested
// -> -> sets flag that movement should be aborted
HeroMovementController::HeroMovementController()
{
destinationTeleport = ObjectInstanceID();
destinationTeleportPos = int3(-1);
duringMovement = false;
}
void HeroMovementController::setMovementStatus(bool value)
{
duringMovement = value;
if (value)
CCS->curh->hide();
else
CCS->curh->show();
}
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bool HeroMovementController::isHeroMovingThroughGarrison(const CGHeroInstance * hero, const CArmedInstance * garrison) const
{
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assert(LOCPLINT->localState->hasPath(hero));
assert(movementState == EMoveState::DURING_MOVE);
if (!LOCPLINT->localState->hasPath(hero))
return false;
if (garrison->visitableAt(*LOCPLINT->localState->getLastTile(hero)))
return false; // hero want to enter garrison, not pass through it
return true;
}
bool HeroMovementController::isHeroMoving() const
{
return duringMovement;
}
void HeroMovementController::onMoveHeroApplied()
{
assert(movementState == EMoveState::DURING_MOVE);
if(movementState == EMoveState::DURING_MOVE)
{
assert(destinationTeleport == ObjectInstanceID::NONE);
movementState = EMoveState::CONTINUE_MOVE;
}
}
void HeroMovementController::onQueryReplyApplied()
{
assert(movementState == EMoveState::DURING_MOVE);
if(movementState == EMoveState::DURING_MOVE)
{
// After teleportation via CGTeleport object is finished
assert(destinationTeleport != ObjectInstanceID::NONE);
destinationTeleport = ObjectInstanceID();
destinationTeleportPos = int3(-1);
movementState = EMoveState::CONTINUE_MOVE;
}
}
void HeroMovementController::onPlayerTurnStarted()
{
assert(movementState == EMoveState::STOP_MOVE);
movementState = EMoveState::STOP_MOVE;
}
void HeroMovementController::onBattleStarted()
{
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assert(movementState == EMoveState::STOP_MOVE);
// when battle starts, game will send battleStart pack *before* movement confirmation
// and since network thread wait for battle intro to play, movement confirmation will only happen after intro
// leading to several bugs, such as blocked input during intro
movementState = EMoveState::STOP_MOVE;
}
void HeroMovementController::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
{
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assert(destinationTeleport != ObjectInstanceID::NONE);
auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
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assert(vstd::contains(exits, neededExit));
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int choosenExit = vstd::find_pos(exits, neededExit);
LOCPLINT->cb->selectionMade(choosenExit, askID);
}
void HeroMovementController::updatePath(const CGHeroInstance * hero, const TryMoveHero & details)
{
if (hero->tempOwner != LOCPLINT->playerID)
return;
assert(LOCPLINT->makingTurn);
assert(LOCPLINT->localState->hasPath(hero));
assert(LOCPLINT->localState->getNextTile(hero).has_value());
bool directlyAttackingCreature = details.attackedFrom.has_value() && LOCPLINT->localState->getLastTile(hero) == details.attackedFrom;
auto desiredTarget = LOCPLINT->localState->getNextTile(hero);
auto actualTarget = hero->convertToVisitablePos(details.end);
//don't erase path when revisiting with spacebar
bool heroChangedTile = details.start != details.end;
if (desiredTarget && heroChangedTile)
{
if (*desiredTarget != actualTarget)
{
//invalidate path - movement was not along current path
//possible reasons: teleport, visit of object with "blocking visit" property
LOCPLINT->localState->erasePath(hero);
}
else
{
//movement along desired path - remove one node and keep rest of path
LOCPLINT->localState->removeLastNode(hero);
}
if(directlyAttackingCreature)
LOCPLINT->localState->erasePath(hero);
}
}
void HeroMovementController::heroMoved(const CGHeroInstance * hero, const TryMoveHero & details)
{
if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
{
if(hero->getRemovalSound() && hero->tempOwner == LOCPLINT->playerID)
CCS->soundh->playSound(hero->getRemovalSound().value());
}
std::unordered_set<int3> changedTiles {
hero->convertToVisitablePos(details.start),
hero->convertToVisitablePos(details.end)
};
adventureInt->onMapTilesChanged(changedTiles);
adventureInt->onHeroMovementStarted(hero);
updatePath(hero, details);
if(details.stopMovement()) //hero failed to move
{
movementState = EMoveState::STOP_MOVE;
adventureInt->onHeroChanged(hero);
return;
}
CGI->mh->waitForOngoingAnimations();
//move finished
adventureInt->onHeroChanged(hero);
//check if user cancelled movement
if (GH.input().ignoreEventsUntilInput())
movementState = EMoveState::STOP_MOVE;
if (movementState == EMoveState::WAITING_MOVE)
movementState = EMoveState::DURING_MOVE;
// // Hero attacked creature directly, set direction to face it.
// if (directlyAttackingCreature)
// {
// // Get direction to attacker.
// int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
// static const ui8 dirLookup[3][3] =
// {
// { 1, 2, 3 },
// { 8, 0, 4 },
// { 7, 6, 5 }
// };
// // FIXME: Avoid const_cast, make moveDir mutable in some other way?
// const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
// }
}
void HeroMovementController::movementStopRequested()
{
assert(movementState == EMoveState::DURING_MOVE);
if (movementState == EMoveState::DURING_MOVE)//if we are in the middle of hero movement
movementState = EMoveState::STOP_MOVE;
}
AudioPath HeroMovementController::getMovementSoundFor(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType)
{
if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
return {};
if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
return {};
if (moveType == EPathNodeAction::BLOCKING_VISIT)
return {};
// flying movement sound
if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
return AudioPath::builtin("HORSE10.wav");
auto prevTile = LOCPLINT->cb->getTile(hero->convertToVisitablePos(posPrev));
auto nextTile = LOCPLINT->cb->getTile(hero->convertToVisitablePos(posNext));
auto prevRoad = prevTile->roadType;
auto nextRoad = nextTile->roadType;
bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
if (movingOnRoad)
return nextTile->terType->horseSound;
else
return nextTile->terType->horseSoundPenalty;
};
void HeroMovementController::updateMovementSound(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType)
{
// Start a new sound for the hero movement or let the existing one carry on.
AudioPath newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
if(newSoundName != soundName)
{
soundName = newSoundName;
CCS->soundh->stopSound(soundChannel);
if (!soundName.empty())
soundChannel = CCS->soundh->playSound(soundName, -1);
else
soundChannel = -1;
}
int soundChannel = -1;
AudioPath soundName;
}
void HeroMovementController::stopMovementSound()
{
CCS->soundh->stopSound(soundChannel);
}
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void HeroMovementController::movementStartRequested(const CGHeroInstance * h, const CGPath & path)
{
setMovementStatus(true);
auto getObj = [&](int3 coord, bool ignoreHero)
{
return LOCPLINT->cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
};
auto isTeleportAction = [&](EPathNodeAction action) -> bool
{
if (action != EPathNodeAction::TELEPORT_NORMAL &&
action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
action != EPathNodeAction::TELEPORT_BATTLE)
{
return false;
}
return true;
};
auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
{
if (CGTeleport::isConnected(currentObject, nextObjectTop))
return nextObjectTop;
if (nextObjectTop && nextObjectTop->ID == Obj::HERO && CGTeleport::isConnected(currentObject, nextObject))
{
return nextObject;
}
return nullptr;
};
auto doMovement = [&](int3 dst, bool transit)
{
movementState = EMoveState::WAITING_MOVE;
LOCPLINT->cb->moveHero(h, dst, transit);
while(movementState != EMoveState::STOP_MOVE && movementState != EMoveState::CONTINUE_MOVE)
{
assert(0);
boost::this_thread::sleep_for(boost::chrono::milliseconds(1));
}
};
auto canStop = [&](const CGPathNode * node) -> bool
{
if (node->layer != EPathfindingLayer::LAND && node->layer != EPathfindingLayer::SAIL)
return false;
if (node->accessible != EPathAccessibility::ACCESSIBLE)
return false;
return true;
};
int i = 1;
movementState = EMoveState::CONTINUE_MOVE;
for (i=(int)path.nodes.size()-1; i>0 && (movementState == EMoveState::CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
{
int3 prevCoord = h->convertFromVisitablePos(path.nodes[i].coord);
int3 nextCoord = h->convertFromVisitablePos(path.nodes[i-1].coord);
auto prevObject = getObj(prevCoord, prevCoord == h->pos);
auto nextObjectTop = getObj(nextCoord, false);
auto nextObject = getObj(nextCoord, true);
auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
{
stopMovementSound();
destinationTeleport = destTeleportObj->id;
destinationTeleportPos = nextCoord;
doMovement(h->pos, false);
if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
|| path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
{
destinationTeleport = ObjectInstanceID();
destinationTeleportPos = int3(-1);
}
if(i != path.nodes.size() - 1)
updateMovementSound(h, prevCoord, nextCoord, path.nodes[i-1].action);
continue;
}
if (path.nodes[i-1].turns)
{ //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
movementState = EMoveState::STOP_MOVE;
break;
}
updateMovementSound(h, prevCoord, nextCoord, path.nodes[i-1].action);
assert(h->pos.z == nextCoord.z); // Z should change only if it's movement via teleporter and in this case this code shouldn't be executed at all
int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
logGlobal->trace("Requesting hero movement to %s", endpos.toString());
bool useTransit = false;
if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
&& (CGTeleport::isConnected(nextObjectTop, getObj(h->convertFromVisitablePos(path.nodes[i-2].coord), false))
|| CGTeleport::isTeleport(nextObjectTop)))
{ // Hero should be able to go through object if it's allow transit
useTransit = true;
}
else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
useTransit = true;
doMovement(endpos, useTransit);
logGlobal->trace("Resuming %s", __FUNCTION__);
bool guarded = LOCPLINT->cb->isInTheMap(LOCPLINT->cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
if ((!useTransit && guarded) || LOCPLINT->showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
break;
}
stopMovementSound();
//Update cursor so icon can change if needed when it reappears; doesn;'t apply if a dialog box pops up at the end of the movement
if (!LOCPLINT->showingDialog->get())
GH.fakeMouseMove();
CGI->mh->waitForOngoingAnimations();
setMovementStatus(false);
}