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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"
std::optional<int3> HeroMovementController::getLastTile(const CGHeroInstance * hero) const
{
if (!LOCPLINT->localState->hasPath(hero))
return std::nullopt;
return LOCPLINT->localState->getPath(hero).endPos();
}
std::optional<int3> HeroMovementController::getNextTile(const CGHeroInstance * hero) const
{
if (!LOCPLINT->localState->hasPath(hero))
return std::nullopt;
return LOCPLINT->localState->getPath(hero).nextNode().coord;
}
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bool HeroMovementController::isHeroMovingThroughGarrison(const CGHeroInstance * hero, const CArmedInstance * garrison) const
{
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assert(LOCPLINT->localState->hasPath(hero));
assert(duringMovement);
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if (!LOCPLINT->localState->hasPath(hero))
return false;
if (garrison->visitableAt(*getLastTile(hero)))
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return false; // hero want to enter garrison, not pass through it
return true;
}
bool HeroMovementController::isHeroMoving() const
{
return duringMovement;
}
void HeroMovementController::onPlayerTurnStarted()
{
assert(duringMovement == false);
assert(stoppingMovement == false);
duringMovement = false;
}
void HeroMovementController::onBattleStarted()
{
// 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
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movementAbortRequested();
}
void HeroMovementController::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
{
if (!LOCPLINT->localState->hasPath(hero))
{
assert(exits.size() == 1); // select random? Let server select?
LOCPLINT->cb->selectionMade(0, askID);
return;
}
const auto & heroPath = LOCPLINT->localState->getPath(hero);
const auto & nextNode = heroPath.nextNode();
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for (size_t i = 0; i < exits.size(); ++i)
{
const auto * teleporter = LOCPLINT->cb->getObj(exits[i].first);
if (teleporter && teleporter->visitableAt(nextNode.coord))
{
LOCPLINT->cb->selectionMade(i, askID);
return;
}
}
assert(0); // exit not found? How? select random? Let server select?
LOCPLINT->cb->selectionMade(0, askID);
return;
}
void HeroMovementController::updatePath(const CGHeroInstance * hero, const TryMoveHero & details)
{
if (hero->tempOwner != LOCPLINT->playerID)
return;
if (!LOCPLINT->localState->hasPath(hero))
return; // may happen when hero teleports
assert(LOCPLINT->makingTurn);
assert(getNextTile(hero).has_value());
bool directlyAttackingCreature = details.attackedFrom.has_value() && getLastTile(hero) == details.attackedFrom;
auto desiredTarget = 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)
{
//assert(duringMovement == true); // May be false if hero teleported
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
{
if (duringMovement)
endHeroMove(hero);
return;
}
CGI->mh->waitForOngoingAnimations();
//move finished
adventureInt->onHeroChanged(hero);
// // 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::onMoveHeroApplied()
{
auto const * hero = LOCPLINT->localState->getCurrentHero();
assert(hero);
//check if user cancelled movement
if (GH.input().ignoreEventsUntilInput())
stoppingMovement = true;
if (duringMovement)
{
bool canMove = LOCPLINT->localState->hasPath(hero) && LOCPLINT->localState->getPath(hero).nextNode().turns == 0;
bool wantStop = stoppingMovement;
bool canStop = !canMove || canHeroStopAtNode(LOCPLINT->localState->getPath(hero).currNode());
if (!canMove)
{
endHeroMove(hero);
}
else if ( wantStop && canStop )
{
endHeroMove(hero);
}
else
{
moveHeroOnce(hero, LOCPLINT->localState->getPath(hero));
}
}
}
void HeroMovementController::movementAbortRequested()
{
if(duringMovement)
endHeroMove(LOCPLINT->localState->getCurrentHero());
}
void HeroMovementController::endHeroMove(const CGHeroInstance * hero)
{
assert(duringMovement == true);
duringMovement = false;
stoppingMovement = false;
stopMovementSound();
adventureInt->onHeroChanged(hero);
CCS->curh->show();
}
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(posPrev);
auto nextTile = LOCPLINT->cb->getTile(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 * h, int3 posPrev, int3 nextCoord, EPathNodeAction moveType)
{
// Start a new sound for the hero movement or let the existing one carry on.
AudioPath newSoundName = getMovementSoundFor(h, posPrev, nextCoord, moveType);
if(newSoundName != currentMovementSoundName)
{
currentMovementSoundName = newSoundName;
if (currentMovementSoundChannel != -1)
CCS->soundh->stopSound(currentMovementSoundChannel);
if (!currentMovementSoundName.empty())
currentMovementSoundChannel = CCS->soundh->playSound(currentMovementSoundName, -1, true);
else
currentMovementSoundChannel = -1;
}
}
void HeroMovementController::stopMovementSound()
{
CCS->soundh->stopSound(currentMovementSoundChannel);
currentMovementSoundChannel = -1;
currentMovementSoundName = AudioPath();
}
bool HeroMovementController::canHeroStopAtNode(const CGPathNode & node) const
{
if (node.layer != EPathfindingLayer::LAND && node.layer != EPathfindingLayer::SAIL)
return false;
if (node.accessible != EPathAccessibility::ACCESSIBLE)
return false;
return true;
}
void HeroMovementController::movementStartRequested(const CGHeroInstance * h, const CGPath & path)
{
assert(duringMovement == false);
duringMovement = true;
CCS->curh->show();
moveHeroOnce(h, path);
}
void HeroMovementController::moveHeroOnce(const CGHeroInstance * h, const CGPath & path)
{
assert(duringMovement == true);
const auto & currNode = path.currNode();
const auto & nextNode = path.nextNode();
assert(nextNode.turns == 0);
assert(currNode.coord == h->visitablePos());
int3 nextCoord = h->convertFromVisitablePos(nextNode.coord);
if (nextNode.isTeleportAction())
{
stopMovementSound();
LOCPLINT->cb->moveHero(h, nextCoord, false);
return;
}
else
{
updateMovementSound(h, currNode.coord, nextNode.coord, nextNode.action);
assert(h->pos.z == nextNode.coord.z); // Z should change only if it's movement via teleporter and in this case this code shouldn't be executed at all
logGlobal->trace("Requesting hero movement to %s", nextNode.coord.toString());
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bool useTransit = nextNode.layer == EPathfindingLayer::AIR || nextNode.layer == EPathfindingLayer::WATER;
LOCPLINT->cb->moveHero(h, nextCoord, useTransit);
return;
}
// bool guarded = LOCPLINT->cb->isInTheMap(LOCPLINT->cb->getGuardingCreaturePosition(nextCoord - 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);
}