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380 lines
12 KiB
C++
380 lines
12 KiB
C++
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/*
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* CPlayerInterface.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "HeroMovementController.h"
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#include "CGameInfo.h"
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#include "CMusicHandler.h"
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#include "CPlayerInterface.h"
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#include "PlayerLocalState.h"
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#include "adventureMap/AdventureMapInterface.h"
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#include "eventsSDL/InputHandler.h"
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#include "gui/CGuiHandler.h"
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#include "gui/CursorHandler.h"
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#include "mapView/mapHandler.h"
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#include "../CCallback.h"
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#include "../lib/pathfinder/CGPathNode.h"
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#include "../lib/mapObjects/CGHeroInstance.h"
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#include "../lib/mapObjects/MiscObjects.h"
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#include "../lib/RoadHandler.h"
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#include "../lib/TerrainHandler.h"
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#include "../lib/NetPacks.h"
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#include "../lib/CondSh.h"
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HeroMovementController::HeroMovementController()
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{
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destinationTeleport = ObjectInstanceID();
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destinationTeleportPos = int3(-1);
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duringMovement = false;
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}
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void HeroMovementController::setMovementStatus(bool value)
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{
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duringMovement = value;
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if (value)
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{
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CCS->curh->hide();
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}
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else
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{
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CCS->curh->show();
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}
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}
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bool HeroMovementController::isHeroMovingThroughGarrison(const CGHeroInstance * hero) const
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{
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//to ignore calls on passing through garrisons
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return (movementState == EMoveState::DURING_MOVE && LOCPLINT->localState->hasPath(hero) && LOCPLINT->localState->getPath(hero).nodes.size() > 1);
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}
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bool HeroMovementController::isHeroMoving() const
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{
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return duringMovement;
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}
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void HeroMovementController::onMoveHeroApplied()
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{
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assert(movementState == EMoveState::DURING_MOVE);
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if(movementState == EMoveState::DURING_MOVE)
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{
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assert(destinationTeleport == ObjectInstanceID::NONE);
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movementState = EMoveState::CONTINUE_MOVE;
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}
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}
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void HeroMovementController::onQueryReplyApplied()
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{
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assert(movementState == EMoveState::DURING_MOVE);
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if(movementState == EMoveState::DURING_MOVE)
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{
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// After teleportation via CGTeleport object is finished
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assert(destinationTeleport != ObjectInstanceID::NONE);
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destinationTeleport = ObjectInstanceID();
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destinationTeleportPos = int3(-1);
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movementState = EMoveState::CONTINUE_MOVE;
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}
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}
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void HeroMovementController::onPlayerTurnStarted()
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{
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assert(movementState == EMoveState::STOP_MOVE);
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movementState = EMoveState::STOP_MOVE;
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}
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void HeroMovementController::onBattleStarted()
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{
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// when battle starts, game will send battleStart pack *before* movement confirmation
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// and since network thread wait for battle intro to play, movement confirmation will only happen after intro
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// leading to several bugs, such as blocked input during intro
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movementState = EMoveState::STOP_MOVE;
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}
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void HeroMovementController::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
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{
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int choosenExit = -1;
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auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
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if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
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choosenExit = vstd::find_pos(exits, neededExit);
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LOCPLINT->cb->selectionMade(choosenExit, askID);
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}
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void HeroMovementController::heroMoved(const CGHeroInstance * hero, const TryMoveHero & details)
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{
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if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
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{
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if(hero->getRemovalSound() && hero->tempOwner == LOCPLINT->playerID)
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CCS->soundh->playSound(hero->getRemovalSound().value());
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}
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std::unordered_set<int3> changedTiles {
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hero->convertToVisitablePos(details.start),
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hero->convertToVisitablePos(details.end)
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};
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adventureInt->onMapTilesChanged(changedTiles);
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adventureInt->onHeroMovementStarted(hero);
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bool directlyAttackingCreature = details.attackedFrom && LOCPLINT->localState->hasPath(hero) && LOCPLINT->localState->getPath(hero).endPos() == *details.attackedFrom;
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if(LOCPLINT->makingTurn && hero->tempOwner == LOCPLINT->playerID) //we are moving our hero - we may need to update assigned path
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{
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if(details.result == TryMoveHero::TELEPORTATION)
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{
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if(LOCPLINT->localState->hasPath(hero))
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{
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assert(LOCPLINT->localState->getPath(hero).nodes.size() >= 2);
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auto nodesIt = LOCPLINT->localState->getPath(hero).nodes.end() - 1;
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if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
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&& (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
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{
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//path was between entrance and exit of teleport -> OK, erase node as usual
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LOCPLINT->localState->removeLastNode(hero);
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}
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else
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{
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//teleport was not along current path, it'll now be invalid (hero is somewhere else)
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LOCPLINT->localState->erasePath(hero);
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}
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}
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}
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if(hero->pos != details.end //hero didn't change tile but visit succeeded
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|| directlyAttackingCreature) // or creature was attacked from endangering tile.
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{
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LOCPLINT->localState->erasePath(hero);
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}
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else if(LOCPLINT->localState->hasPath(hero) && hero->pos == details.end) //&& hero is moving
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{
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if(details.start != details.end) //so we don't touch path when revisiting with spacebar
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LOCPLINT->localState->removeLastNode(hero);
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}
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}
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if(details.stopMovement()) //hero failed to move
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{
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movementState = EMoveState::STOP_MOVE;
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adventureInt->onHeroChanged(hero);
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return;
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}
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CGI->mh->waitForOngoingAnimations();
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//move finished
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adventureInt->onHeroChanged(hero);
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//check if user cancelled movement
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{
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if (GH.input().ignoreEventsUntilInput())
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movementState = EMoveState::STOP_MOVE;
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}
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if (movementState == EMoveState::WAITING_MOVE)
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movementState = EMoveState::DURING_MOVE;
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// Hero attacked creature directly, set direction to face it.
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if (directlyAttackingCreature)
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{
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// Get direction to attacker.
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int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
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static const ui8 dirLookup[3][3] =
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{
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{ 1, 2, 3 },
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{ 8, 0, 4 },
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{ 7, 6, 5 }
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};
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// FIXME: Avoid const_cast, make moveDir mutable in some other way?
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const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
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}
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}
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void HeroMovementController::movementStopRequested()
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{
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if (movementState == EMoveState::DURING_MOVE)//if we are in the middle of hero movement
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movementState = EMoveState::STOP_MOVE;
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}
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void HeroMovementController::doMoveHero(const CGHeroInstance * h, const CGPath & path)
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{
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setMovementStatus(true);
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auto getObj = [&](int3 coord, bool ignoreHero)
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{
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return LOCPLINT->cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
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};
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auto isTeleportAction = [&](EPathNodeAction action) -> bool
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{
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if (action != EPathNodeAction::TELEPORT_NORMAL &&
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action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
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action != EPathNodeAction::TELEPORT_BATTLE)
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{
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return false;
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}
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return true;
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};
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auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
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{
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if (CGTeleport::isConnected(currentObject, nextObjectTop))
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return nextObjectTop;
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if (nextObjectTop && nextObjectTop->ID == Obj::HERO && CGTeleport::isConnected(currentObject, nextObject))
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{
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return nextObject;
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}
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return nullptr;
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};
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auto doMovement = [&](int3 dst, bool transit)
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{
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movementState = EMoveState::WAITING_MOVE;
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LOCPLINT->cb->moveHero(h, dst, transit);
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while(movementState != EMoveState::STOP_MOVE && movementState != EMoveState::CONTINUE_MOVE)
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boost::this_thread::sleep_for(boost::chrono::milliseconds(1));
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};
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auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> AudioPath
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{
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if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
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return {};
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if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
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return {};
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if (moveType == EPathNodeAction::BLOCKING_VISIT)
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return {};
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// flying movement sound
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if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
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return AudioPath::builtin("HORSE10.wav");
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auto prevTile = LOCPLINT->cb->getTile(h->convertToVisitablePos(posPrev));
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auto nextTile = LOCPLINT->cb->getTile(h->convertToVisitablePos(posNext));
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auto prevRoad = prevTile->roadType;
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auto nextRoad = nextTile->roadType;
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bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
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if (movingOnRoad)
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return nextTile->terType->horseSound;
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else
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return nextTile->terType->horseSoundPenalty;
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};
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auto canStop = [&](const CGPathNode * node) -> bool
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{
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if (node->layer != EPathfindingLayer::LAND && node->layer != EPathfindingLayer::SAIL)
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return false;
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if (node->accessible != EPathAccessibility::ACCESSIBLE)
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return false;
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return true;
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};
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int i = 1;
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movementState = EMoveState::CONTINUE_MOVE;
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int soundChannel = -1;
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AudioPath soundName;
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for (i=(int)path.nodes.size()-1; i>0 && (movementState == EMoveState::CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
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{
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int3 prevCoord = h->convertFromVisitablePos(path.nodes[i].coord);
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int3 nextCoord = h->convertFromVisitablePos(path.nodes[i-1].coord);
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auto prevObject = getObj(prevCoord, prevCoord == h->pos);
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auto nextObjectTop = getObj(nextCoord, false);
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auto nextObject = getObj(nextCoord, true);
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auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
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if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
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{
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CCS->soundh->stopSound(soundChannel);
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destinationTeleport = destTeleportObj->id;
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destinationTeleportPos = nextCoord;
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doMovement(h->pos, false);
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if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
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|| path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
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{
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destinationTeleport = ObjectInstanceID();
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destinationTeleportPos = int3(-1);
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}
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if(i != path.nodes.size() - 1)
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{
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soundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
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if (!soundName.empty())
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soundChannel = CCS->soundh->playSound(soundName, -1);
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else
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soundChannel = -1;
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}
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continue;
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}
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if (path.nodes[i-1].turns)
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{ //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
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movementState = EMoveState::STOP_MOVE;
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break;
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}
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{
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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, prevCoord, nextCoord, path.nodes[i-1].action);
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if(newSoundName != soundName)
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{
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soundName = newSoundName;
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CCS->soundh->stopSound(soundChannel);
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if (!soundName.empty())
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soundChannel = CCS->soundh->playSound(soundName, -1);
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else
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soundChannel = -1;
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}
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}
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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
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int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
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logGlobal->trace("Requesting hero movement to %s", endpos.toString());
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bool useTransit = false;
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if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
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&& (CGTeleport::isConnected(nextObjectTop, getObj(h->convertFromVisitablePos(path.nodes[i-2].coord), false))
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|| CGTeleport::isTeleport(nextObjectTop)))
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{ // Hero should be able to go through object if it's allow transit
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useTransit = true;
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}
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else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
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useTransit = true;
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doMovement(endpos, useTransit);
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logGlobal->trace("Resuming %s", __FUNCTION__);
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bool guarded = LOCPLINT->cb->isInTheMap(LOCPLINT->cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
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if ((!useTransit && guarded) || LOCPLINT->showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
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break;
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}
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CCS->soundh->stopSound(soundChannel);
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//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
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if (!LOCPLINT->showingDialog->get())
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GH.fakeMouseMove();
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CGI->mh->waitForOngoingAnimations();
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setMovementStatus(false);
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}
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