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Split massive methods into smaller chunks
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80b80a0ae6
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0afc244934
@ -130,6 +130,42 @@ void HeroMovementController::showTeleportDialog(TeleportChannelID channel, TTele
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LOCPLINT->cb->selectionMade(choosenExit, askID);
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}
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void HeroMovementController::updatePath(const CGHeroInstance * hero, const TryMoveHero & details)
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{
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if (hero->tempOwner != LOCPLINT->playerID)
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return;
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assert(LOCPLINT->makingTurn);
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assert(LOCPLINT->localState->hasPath(hero));
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assert(LOCPLINT->localState->getNextTile(hero).has_value());
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bool directlyAttackingCreature = details.attackedFrom.has_value() && LOCPLINT->localState->getLastTile(hero) == details.attackedFrom;
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auto desiredTarget = LOCPLINT->localState->getNextTile(hero);
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auto actualTarget = hero->convertToVisitablePos(details.end);
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//don't erase path when revisiting with spacebar
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bool heroChangedTile = details.start != details.end;
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if (desiredTarget && heroChangedTile)
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{
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if (*desiredTarget != actualTarget)
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{
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//invalidate path - movement was not along current path
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//possible reasons: teleport, visit of object with "blocking visit" property
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LOCPLINT->localState->erasePath(hero);
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}
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else
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{
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//movement along desired path - remove one node and keep rest of path
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LOCPLINT->localState->removeLastNode(hero);
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}
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if(directlyAttackingCreature)
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LOCPLINT->localState->erasePath(hero);
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}
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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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@ -145,43 +181,7 @@ void HeroMovementController::heroMoved(const CGHeroInstance * hero, const TryMov
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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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updatePath(hero, details);
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if(details.stopMovement()) //hero failed to move
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{
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@ -196,36 +196,91 @@ void HeroMovementController::heroMoved(const CGHeroInstance * hero, const TryMov
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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 (GH.input().ignoreEventsUntilInput())
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movementState = EMoveState::STOP_MOVE;
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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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// // 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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assert(movementState == EMoveState::DURING_MOVE);
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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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AudioPath HeroMovementController::getMovementSoundFor(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType)
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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(hero->convertToVisitablePos(posPrev));
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auto nextTile = LOCPLINT->cb->getTile(hero->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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void HeroMovementController::updateMovementSound(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType)
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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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int soundChannel = -1;
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AudioPath soundName;
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}
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void HeroMovementController::stopMovementSound()
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{
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CCS->soundh->stopSound(soundChannel);
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}
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void HeroMovementController::movementStartRequested(const CGHeroInstance * h, const CGPath & path)
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{
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setMovementStatus(true);
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@ -265,35 +320,10 @@ void HeroMovementController::movementStartRequested(const CGHeroInstance * h, co
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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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{
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assert(0);
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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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};
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auto canStop = [&](const CGPathNode * node) -> bool
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@ -310,9 +340,6 @@ void HeroMovementController::movementStartRequested(const CGHeroInstance * h, co
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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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@ -324,7 +351,7 @@ void HeroMovementController::movementStartRequested(const CGHeroInstance * h, co
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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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stopMovementSound();
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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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@ -334,14 +361,10 @@ void HeroMovementController::movementStartRequested(const CGHeroInstance * h, co
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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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updateMovementSound(h, prevCoord, nextCoord, path.nodes[i-1].action);
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continue;
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}
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@ -351,21 +374,7 @@ void HeroMovementController::movementStartRequested(const CGHeroInstance * h, co
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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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updateMovementSound(h, prevCoord, nextCoord, path.nodes[i-1].action);
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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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@ -388,7 +397,7 @@ void HeroMovementController::movementStartRequested(const CGHeroInstance * h, co
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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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stopMovementSound();
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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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@ -11,6 +11,7 @@
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#include "../lib/constants/EntityIdentifiers.h"
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#include "../lib/int3.h"
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#include "../lib/filesystem/ResourcePath.h"
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VCMI_LIB_NAMESPACE_BEGIN
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using TTeleportExitsList = std::vector<std::pair<ObjectInstanceID, int3>>;
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@ -20,6 +21,7 @@ class CArmedInstance;
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struct CGPath;
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struct TryMoveHero;
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enum class EPathNodeAction : ui8;
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VCMI_LIB_NAMESPACE_END
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class HeroMovementController
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@ -41,6 +43,12 @@ class HeroMovementController
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EMoveState movementState;
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void setMovementStatus(bool value);
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void updatePath(const CGHeroInstance * hero, const TryMoveHero & details);
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AudioPath getMovementSoundFor(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType);
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void updateMovementSound(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType);
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void stopMovementSound();
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public:
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HeroMovementController();
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