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vcmi/client/HeroMovementController.cpp

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/*
* HeroMovementController.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/RoadHandler.h"
#include "../lib/TerrainHandler.h"
#include "../lib/NetPacks.h"
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bool HeroMovementController::isHeroMovingThroughGarrison(const CGHeroInstance * hero, const CArmedInstance * garrison) const
{
if(!duringMovement)
return false;
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if(!LOCPLINT->localState->hasPath(hero))
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return false;
if(garrison->visitableAt(LOCPLINT->localState->getPath(hero).lastNode().coord))
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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;
currentlyMovingHero = nullptr;
}
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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requestMovementAbort();
}
void HeroMovementController::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
{
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if (impassable || exits.empty()) //FIXME: why we even have this dialog in such case?
{
LOCPLINT->cb->selectionMade(-1, askID);
return;
}
// Player entered teleporter
// Check whether hero that has entered teleporter has paths that goes through teleporter and select appropriate exit
// othervice, ask server to select one randomly by sending invalid (-1) value as answer
assert(waitingForQueryApplyReply == false);
waitingForQueryApplyReply = true;
if(!LOCPLINT->localState->hasPath(hero))
{
// Hero enters teleporter without specifying exit - select it randomly
LOCPLINT->cb->selectionMade(-1, 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))
{
// Remove this node from path - it will be covered by teleportation
//LOCPLINT->localState->removeLastNode(hero);
LOCPLINT->cb->selectionMade(i, askID);
return;
}
}
assert(0); // exit not found? How?
LOCPLINT->cb->selectionMade(-1, askID);
return;
}
void HeroMovementController::updatePath(const CGHeroInstance * hero, const TryMoveHero & details)
{
// Once hero moved (or attempted to move) we need to update path
// to make sure that it is still valid or remove it completely if destination has been reached
if(hero->tempOwner != LOCPLINT->playerID)
return;
if(!LOCPLINT->localState->hasPath(hero))
return; // may happen when hero teleports
assert(LOCPLINT->makingTurn);
bool directlyAttackingCreature = details.attackedFrom.has_value() && LOCPLINT->localState->getPath(hero).lastNode().coord == details.attackedFrom;
int3 desiredTarget = LOCPLINT->localState->getPath(hero).nextNode().coord;
int3 actualTarget = hero->convertToVisitablePos(details.end);
//don't erase path when revisiting with spacebar
bool heroChangedTile = details.start != details.end;
if(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::onTryMoveHero(const CGHeroInstance * hero, const TryMoveHero & details)
{
// Server initiated movement -> start movement animation
// Note that this movement is not necessarily of owned heroes - other players movement will also pass through this method
if(details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
{
if(hero->getRemovalSound() && hero->tempOwner == LOCPLINT->playerID)
CCS->soundh->playSound(hero->getRemovalSound().value());
}
bool directlyAttackingCreature =
details.attackedFrom.has_value() &&
LOCPLINT->localState->hasPath(hero) &&
LOCPLINT->localState->getPath(hero).lastNode().coord == details.attackedFrom;
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())
{
if(duringMovement)
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endMove(hero);
return;
}
// We are in network thread
// Block netpack processing until movement animation is over
CGI->mh->waitForOngoingAnimations();
//move finished
adventureInt->onHeroChanged(hero);
// Hero attacked creature, 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: better handling of this case without const_cast
const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
}
}
void HeroMovementController::onQueryReplyApplied()
{
if(duringMovement)
{
// Server accepted our TeleportDialog query reply and moved hero
// Continue moving alongside our path, if any
assert(waitingForQueryApplyReply);
waitingForQueryApplyReply = false;
onMoveHeroApplied();
}
}
void HeroMovementController::onMoveHeroApplied()
{
// at this point, server have finished processing of hero movement request
// as well as all side effectes from movement, such as object visit or combat start
// this was request to move alongside path from player, but either another player or teleport action
if(!duringMovement)
return;
// hero has moved onto teleporter and activated it
// in this case next movement should be done only after query reply has been acknowledged
// and hero has been moved to teleport destination
if(waitingForQueryApplyReply)
return;
if(GH.input().ignoreEventsUntilInput())
stoppingMovement = true;
assert(currentlyMovingHero);
const auto * hero = currentlyMovingHero;
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());
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if(!canMove || (wantStop && canStop))
{
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endMove(hero);
}
else
{
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moveOnce(hero, LOCPLINT->localState->getPath(hero));
}
}
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void HeroMovementController::requestMovementAbort()
{
if(duringMovement)
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endMove(currentlyMovingHero);
}
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void HeroMovementController::endMove(const CGHeroInstance * hero)
{
assert(duringMovement == true);
assert(currentlyMovingHero != nullptr);
duringMovement = false;
stoppingMovement = false;
currentlyMovingHero = nullptr;
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()
{
if(currentMovementSoundChannel != -1)
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;
}
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void HeroMovementController::requestMovementStart(const CGHeroInstance * h, const CGPath & path)
{
assert(duringMovement == false);
duringMovement = true;
currentlyMovingHero = h;
CCS->curh->hide();
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moveOnce(h, path);
}
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void HeroMovementController::moveOnce(const CGHeroInstance * h, const CGPath & path)
{
// Moves hero once, sends request to server and immediately returns
// movement alongside paths will be done on receiving response from server
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();
logGlobal->trace("Requesting hero teleportation to %s", nextNode.coord.toString());
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;
}
}