mirror of
https://github.com/vcmi/vcmi.git
synced 2025-07-17 01:32:21 +02:00
Added GameInstance class
- available as global GAME - integrates LOCPLINT (CPlayerInterface) - integrates CGI->mh (CMapHandler) - integrates CSH (CServerHandler)
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@ -15,6 +15,7 @@
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#include "adventureMap/AdventureMapInterface.h"
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#include "eventsSDL/InputHandler.h"
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#include "GameEngine.h"
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#include "GameInstance.h"
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#include "gui/CursorHandler.h"
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#include "mapView/mapHandler.h"
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#include "media/ISoundPlayer.h"
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@ -35,10 +36,10 @@ bool HeroMovementController::isHeroMovingThroughGarrison(const CGHeroInstance *
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if(!duringMovement)
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return false;
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if(!LOCPLINT->localState->hasPath(hero))
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if(!GAME->interface()->localState->hasPath(hero))
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return false;
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if(garrison->visitableAt(LOCPLINT->localState->getPath(hero).lastNode().coord))
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if(garrison->visitableAt(GAME->interface()->localState->getPath(hero).lastNode().coord))
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return false; // hero want to enter garrison, not pass through it
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return true;
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@ -69,7 +70,7 @@ void HeroMovementController::showTeleportDialog(const CGHeroInstance * hero, Tel
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{
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if (impassable || exits.empty()) //FIXME: why we even have this dialog in such case?
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{
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LOCPLINT->cb->selectionMade(-1, askID);
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GAME->interface()->cb->selectionMade(-1, askID);
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return;
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}
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@ -79,14 +80,14 @@ void HeroMovementController::showTeleportDialog(const CGHeroInstance * hero, Tel
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assert(waitingForQueryApplyReply == false);
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waitingForQueryApplyReply = true;
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if(!LOCPLINT->localState->hasPath(hero))
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if(!GAME->interface()->localState->hasPath(hero))
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{
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// Hero enters teleporter without specifying exit - select it randomly
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LOCPLINT->cb->selectionMade(-1, askID);
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GAME->interface()->cb->selectionMade(-1, askID);
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return;
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}
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const auto & heroPath = LOCPLINT->localState->getPath(hero);
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const auto & heroPath = GAME->interface()->localState->getPath(hero);
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const auto & nextNode = heroPath.nextNode();
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for(size_t i = 0; i < exits.size(); ++i)
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@ -94,15 +95,15 @@ void HeroMovementController::showTeleportDialog(const CGHeroInstance * hero, Tel
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if(exits[i].second == nextNode.coord)
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{
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// Remove this node from path - it will be covered by teleportation
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//LOCPLINT->localState->removeLastNode(hero);
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LOCPLINT->cb->selectionMade(i, askID);
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//GAME->interface()->localState->removeLastNode(hero);
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GAME->interface()->cb->selectionMade(i, askID);
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return;
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}
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}
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// may happen when hero has path but does not moves alongside it
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// for example, while standing on teleporter set path that does not leads throught teleporter and press space
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LOCPLINT->cb->selectionMade(-1, askID);
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GAME->interface()->cb->selectionMade(-1, askID);
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return;
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}
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@ -111,17 +112,17 @@ void HeroMovementController::updatePath(const CGHeroInstance * hero, const TryMo
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// Once hero moved (or attempted to move) we need to update path
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// to make sure that it is still valid or remove it completely if destination has been reached
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if(hero->tempOwner != LOCPLINT->playerID)
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if(hero->tempOwner != GAME->interface()->playerID)
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return;
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if(!LOCPLINT->localState->hasPath(hero))
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if(!GAME->interface()->localState->hasPath(hero))
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return; // may happen when hero teleports
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assert(LOCPLINT->makingTurn);
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assert(GAME->interface()->makingTurn);
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bool directlyAttackingCreature = details.attackedFrom.has_value() && LOCPLINT->localState->getPath(hero).lastNode().coord == details.attackedFrom;
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bool directlyAttackingCreature = details.attackedFrom.has_value() && GAME->interface()->localState->getPath(hero).lastNode().coord == details.attackedFrom;
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int3 desiredTarget = LOCPLINT->localState->getPath(hero).nextNode().coord;
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int3 desiredTarget = GAME->interface()->localState->getPath(hero).nextNode().coord;
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int3 actualTarget = hero->convertToVisitablePos(details.end);
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//don't erase path when revisiting with spacebar
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@ -133,16 +134,16 @@ void HeroMovementController::updatePath(const CGHeroInstance * hero, const TryMo
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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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GAME->interface()->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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GAME->interface()->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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GAME->interface()->localState->erasePath(hero);
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}
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}
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@ -153,7 +154,7 @@ void HeroMovementController::onTryMoveHero(const CGHeroInstance * hero, const Tr
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if(details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
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{
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if (hero->tempOwner == LOCPLINT->playerID)
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if (hero->tempOwner == GAME->interface()->playerID)
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{
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auto removalSound = hero->getRemovalSound(CRandomGenerator::getDefault());
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if (removalSound)
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@ -163,8 +164,8 @@ void HeroMovementController::onTryMoveHero(const CGHeroInstance * hero, const Tr
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bool directlyAttackingCreature =
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details.attackedFrom.has_value() &&
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LOCPLINT->localState->hasPath(hero) &&
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LOCPLINT->localState->getPath(hero).lastNode().coord == details.attackedFrom;
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GAME->interface()->localState->hasPath(hero) &&
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GAME->interface()->localState->getPath(hero).lastNode().coord == details.attackedFrom;
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std::unordered_set<int3> changedTiles {
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hero->convertToVisitablePos(details.start),
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@ -184,7 +185,7 @@ void HeroMovementController::onTryMoveHero(const CGHeroInstance * hero, const Tr
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// We are in network thread
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// Block netpack processing until movement animation is over
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MAPHANDLER->waitForOngoingAnimations();
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GAME->map().waitForOngoingAnimations();
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//move finished
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adventureInt->onHeroChanged(hero);
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@ -240,9 +241,9 @@ void HeroMovementController::onMoveHeroApplied()
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assert(currentlyMovingHero);
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const auto * hero = currentlyMovingHero;
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bool canMove = LOCPLINT->localState->hasPath(hero) && LOCPLINT->localState->getPath(hero).nextNode().turns == 0 && !LOCPLINT->showingDialog->isBusy();
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bool canMove = GAME->interface()->localState->hasPath(hero) && GAME->interface()->localState->getPath(hero).nextNode().turns == 0 && !GAME->interface()->showingDialog->isBusy();
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bool wantStop = stoppingMovement;
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bool canStop = !canMove || canHeroStopAtNode(LOCPLINT->localState->getPath(hero).currNode());
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bool canStop = !canMove || canHeroStopAtNode(GAME->interface()->localState->getPath(hero).currNode());
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if(!canMove || (wantStop && canStop))
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{
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@ -250,7 +251,7 @@ void HeroMovementController::onMoveHeroApplied()
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}
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else
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{
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sendMovementRequest(hero, LOCPLINT->localState->getPath(hero));
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sendMovementRequest(hero, GAME->interface()->localState->getPath(hero));
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}
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}
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@ -287,8 +288,8 @@ AudioPath HeroMovementController::getMovementSoundFor(const CGHeroInstance * her
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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(posPrev);
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auto nextTile = LOCPLINT->cb->getTile(posNext);
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auto prevTile = GAME->interface()->cb->getTile(posPrev);
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auto nextTile = GAME->interface()->cb->getTile(posNext);
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bool movingOnRoad = prevTile->hasRoad() && nextTile->hasRoad();
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@ -364,7 +365,7 @@ void HeroMovementController::sendMovementRequest(const CGHeroInstance * h, const
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{
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stopMovementSound();
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logGlobal->trace("Requesting hero teleportation to %s", nextNode.coord.toString());
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LOCPLINT->cb->moveHero(h, h->pos, false);
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GAME->interface()->cb->moveHero(h, h->pos, false);
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return;
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}
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@ -379,7 +380,7 @@ void HeroMovementController::sendMovementRequest(const CGHeroInstance * h, const
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bool useTransit = nextNode.layer == EPathfindingLayer::AIR || nextNode.layer == EPathfindingLayer::WATER;
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int3 nextCoord = h->convertFromVisitablePos(nextNode.coord);
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LOCPLINT->cb->moveHero(h, nextCoord, useTransit);
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GAME->interface()->cb->moveHero(h, nextCoord, useTransit);
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return;
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}
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@ -404,10 +405,10 @@ void HeroMovementController::sendMovementRequest(const CGHeroInstance * h, const
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int3 coord = h->convertFromVisitablePos(node.coord);
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pathToMove.push_back(coord);
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if (LOCPLINT->cb->guardingCreaturePosition(node.coord) != int3(-1, -1, -1))
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if (GAME->interface()->cb->guardingCreaturePosition(node.coord) != int3(-1, -1, -1))
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break; // we reached zone-of-control of wandering monster
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if (!LOCPLINT->cb->getVisitableObjs(node.coord).empty())
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if (!GAME->interface()->cb->getVisitableObjs(node.coord).empty())
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break; // we reached event, garrison or some other visitable object - end this movement batch
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}
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@ -415,6 +416,6 @@ void HeroMovementController::sendMovementRequest(const CGHeroInstance * h, const
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if (!pathToMove.empty())
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{
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updateMovementSound(h, currNode.coord, nextNode.coord, nextNode.action);
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LOCPLINT->cb->moveHero(h, pathToMove, useTransitAtStart);
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GAME->interface()->cb->moveHero(h, pathToMove, useTransitAtStart);
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}
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}
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