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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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std : : optional < int3 > HeroMovementController : : getLastTile ( const CGHeroInstance * hero ) const
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{
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if ( ! LOCPLINT - > localState - > hasPath ( hero ) )
return std : : nullopt ;
return LOCPLINT - > localState - > getPath ( hero ) . endPos ( ) ;
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}
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std : : optional < int3 > HeroMovementController : : getNextTile ( const CGHeroInstance * hero ) const
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{
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if ( ! LOCPLINT - > localState - > hasPath ( hero ) )
return std : : nullopt ;
return LOCPLINT - > localState - > getPath ( hero ) . nextNode ( ) . coord ;
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}
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bool HeroMovementController : : isHeroMovingThroughGarrison ( const CGHeroInstance * hero , const CArmedInstance * garrison ) const
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{
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assert ( LOCPLINT - > localState - > hasPath ( hero ) ) ;
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assert ( duringMovement ) ;
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if ( ! LOCPLINT - > localState - > hasPath ( hero ) )
return false ;
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if ( garrison - > visitableAt ( * getLastTile ( hero ) ) )
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return false ; // hero want to enter garrison, not pass through it
return true ;
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}
bool HeroMovementController : : isHeroMoving ( ) const
{
return duringMovement ;
}
void HeroMovementController : : onPlayerTurnStarted ( )
{
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assert ( duringMovement = = false ) ;
assert ( stoppingMovement = = false ) ;
duringMovement = false ;
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}
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 ( ) ;
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}
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void HeroMovementController : : showTeleportDialog ( const CGHeroInstance * hero , TeleportChannelID channel , TTeleportExitsList exits , bool impassable , QueryID askID )
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{
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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 ) ;
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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 ;
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}
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void HeroMovementController : : updatePath ( const CGHeroInstance * hero , const TryMoveHero & details )
{
if ( hero - > tempOwner ! = LOCPLINT - > playerID )
return ;
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if ( ! LOCPLINT - > localState - > hasPath ( hero ) )
return ; // may happen when hero teleports
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assert ( LOCPLINT - > makingTurn ) ;
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assert ( getNextTile ( hero ) . has_value ( ) ) ;
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bool directlyAttackingCreature = details . attackedFrom . has_value ( ) & & getLastTile ( hero ) = = details . attackedFrom ;
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auto desiredTarget = getNextTile ( hero ) ;
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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 ) ;
}
}
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void HeroMovementController : : heroMoved ( const CGHeroInstance * hero , const TryMoveHero & details )
{
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//assert(duringMovement == true); // May be false if hero teleported
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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 ) ;
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updatePath ( hero , details ) ;
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if ( details . stopMovement ( ) ) //hero failed to move
{
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if ( duringMovement )
endHeroMove ( hero ) ;
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return ;
}
CGI - > mh - > waitForOngoingAnimations ( ) ;
//move finished
adventureInt - > onHeroChanged ( hero ) ;
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// // 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];
// }
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}
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void HeroMovementController : : onMoveHeroApplied ( )
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{
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auto const * hero = LOCPLINT - > localState - > getCurrentHero ( ) ;
assert ( hero ) ;
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//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 ( ) ;
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}
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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 " ) ;
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auto prevTile = LOCPLINT - > cb - > getTile ( posPrev ) ;
auto nextTile = LOCPLINT - > cb - > getTile ( posNext ) ;
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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 ;
} ;
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void HeroMovementController : : updateMovementSound ( const CGHeroInstance * h , int3 posPrev , int3 nextCoord , EPathNodeAction moveType )
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{
// Start a new sound for the hero movement or let the existing one carry on.
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AudioPath newSoundName = getMovementSoundFor ( h , posPrev , nextCoord , moveType ) ;
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if ( newSoundName ! = currentMovementSoundName )
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{
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currentMovementSoundName = newSoundName ;
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if ( currentMovementSoundChannel ! = - 1 )
CCS - > soundh - > stopSound ( currentMovementSoundChannel ) ;
if ( ! currentMovementSoundName . empty ( ) )
currentMovementSoundChannel = CCS - > soundh - > playSound ( currentMovementSoundName , - 1 , true ) ;
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else
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currentMovementSoundChannel = - 1 ;
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}
}
void HeroMovementController : : stopMovementSound ( )
{
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CCS - > soundh - > stopSound ( currentMovementSoundChannel ) ;
currentMovementSoundChannel = - 1 ;
currentMovementSoundName = AudioPath ( ) ;
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}
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bool HeroMovementController : : canHeroStopAtNode ( const CGPathNode & node ) const
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{
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if ( node . layer ! = EPathfindingLayer : : LAND & & node . layer ! = EPathfindingLayer : : SAIL )
return false ;
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if ( node . accessible ! = EPathAccessibility : : ACCESSIBLE )
return false ;
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return true ;
}
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void HeroMovementController : : movementStartRequested ( const CGHeroInstance * h , const CGPath & path )
{
assert ( duringMovement = = false ) ;
duringMovement = true ;
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CCS - > curh - > show ( ) ;
moveHeroOnce ( h , path ) ;
}
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void HeroMovementController : : moveHeroOnce ( const CGHeroInstance * h , const CGPath & path )
{
assert ( duringMovement = = true ) ;
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const auto & currNode = path . currNode ( ) ;
const auto & nextNode = path . nextNode ( ) ;
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assert ( nextNode . turns = = 0 ) ;
assert ( currNode . coord = = h - > visitablePos ( ) ) ;
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int3 nextCoord = h - > convertFromVisitablePos ( nextNode . coord ) ;
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if ( nextNode . isTeleportAction ( ) )
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{
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stopMovementSound ( ) ;
LOCPLINT - > cb - > moveHero ( h , nextCoord , false ) ;
return ;
}
else
{
updateMovementSound ( h , currNode . coord , nextNode . coord , nextNode . action ) ;
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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
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logGlobal - > trace ( " Requesting hero movement to %s " , nextNode . coord . toString ( ) ) ;
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bool useTransit = nextNode . layer = = EPathfindingLayer : : AIR | | nextNode . layer = = EPathfindingLayer : : WATER ;
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LOCPLINT - > cb - > moveHero ( h , nextCoord , useTransit ) ;
return ;
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}
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// 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;
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// 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);
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}