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Merge pull request #2850 from IvanSavenko/remove_hero_move_thread
Remove hero movement thread
This commit is contained in:
commit
54ff039c51
@ -61,7 +61,7 @@ void CEmptyAI::showBlockingDialog(const std::string &text, const std::vector<Com
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cb->selectionMade(0, askID);
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}
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void CEmptyAI::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
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void CEmptyAI::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
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{
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cb->selectionMade(0, askID);
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}
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@ -29,7 +29,7 @@ public:
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void heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID) override;
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void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override;
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void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel) override;
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void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
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void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
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void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override;
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void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) override;
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std::optional<BattleAction> makeSurrenderRetreatDecision(const BattleID & battleID, const BattleStateInfoForRetreat & battleState) override;
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@ -654,7 +654,7 @@ void AIGateway::showBlockingDialog(const std::string & text, const std::vector<C
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});
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}
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void AIGateway::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
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void AIGateway::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
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{
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NET_EVENT_HANDLER;
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status.addQuery(askID, boost::str(boost::format("Teleport dialog query with %d exits") % exits.size()));
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@ -117,7 +117,7 @@ public:
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void commanderGotLevel(const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override; //TODO
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void showBlockingDialog(const std::string & text, const std::vector<Component> & components, QueryID askID, const int soundID, bool selection, bool cancel) override; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
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void showGarrisonDialog(const CArmedInstance * up, const CGHeroInstance * down, bool removableUnits, QueryID queryID) override; //all stacks operations between these objects become allowed, interface has to call onEnd when done
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void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
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void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
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void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) override;
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void saveGame(BinarySerializer & h, const int version) override; //saving
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void loadGame(BinaryDeserializer & h, const int version) override; //loading
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@ -656,7 +656,7 @@ void VCAI::showBlockingDialog(const std::string & text, const std::vector<Compon
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});
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}
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void VCAI::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
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void VCAI::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
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{
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// LOG_TRACE_PARAMS(logAi, "askID '%i', exits '%s'", askID % exits);
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NET_EVENT_HANDLER;
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@ -150,7 +150,7 @@ public:
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void commanderGotLevel(const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override; //TODO
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void showBlockingDialog(const std::string & text, const std::vector<Component> & components, QueryID askID, const int soundID, bool selection, bool cancel) override; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
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void showGarrisonDialog(const CArmedInstance * up, const CGHeroInstance * down, bool removableUnits, QueryID queryID) override; //all stacks operations between these objects become allowed, interface has to call onEnd when done
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void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
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void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
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void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) override;
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void saveGame(BinarySerializer & h, const int version) override; //saving
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void loadGame(BinaryDeserializer & h, const int version) override; //loading
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@ -142,6 +142,7 @@ set(client_SRCS
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CVideoHandler.cpp
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Client.cpp
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ClientCommandManager.cpp
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HeroMovementController.cpp
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NetPacksClient.cpp
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NetPacksLobbyClient.cpp
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)
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@ -304,6 +305,7 @@ set(client_HEADERS
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Client.h
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ClientCommandManager.h
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ClientNetPackVisitors.h
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HeroMovementController.h
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LobbyClientNetPackVisitors.h
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resource.h
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)
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@ -12,104 +12,112 @@
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#include <vcmi/Artifact.h>
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#include "CGameInfo.h"
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#include "CMT.h"
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#include "CMusicHandler.h"
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#include "CServerHandler.h"
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#include "HeroMovementController.h"
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#include "PlayerLocalState.h"
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#include "adventureMap/AdventureMapInterface.h"
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#include "mapView/mapHandler.h"
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#include "adventureMap/CInGameConsole.h"
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#include "adventureMap/CList.h"
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#include "battle/BattleInterface.h"
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#include "battle/BattleEffectsController.h"
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#include "battle/BattleFieldController.h"
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#include "battle/BattleInterface.h"
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#include "battle/BattleInterfaceClasses.h"
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#include "battle/BattleWindow.h"
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#include "../CCallback.h"
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#include "windows/CCastleInterface.h"
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#include "eventsSDL/InputHandler.h"
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#include "mainmenu/CMainMenu.h"
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#include "eventsSDL/NotificationHandler.h"
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#include "gui/CGuiHandler.h"
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#include "gui/CursorHandler.h"
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#include "windows/CKingdomInterface.h"
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#include "CGameInfo.h"
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#include "PlayerLocalState.h"
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#include "CMT.h"
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#include "windows/CHeroWindow.h"
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#include "windows/CCreatureWindow.h"
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#include "windows/CQuestLog.h"
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#include "windows/CPuzzleWindow.h"
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#include "widgets/CComponent.h"
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#include "widgets/CGarrisonInt.h"
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#include "widgets/Buttons.h"
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#include "windows/CTradeWindow.h"
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#include "windows/CSpellWindow.h"
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#include "../lib/CConfigHandler.h"
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#include "windows/GUIClasses.h"
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#include "gui/WindowHandler.h"
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#include "mainmenu/CMainMenu.h"
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#include "mapView/mapHandler.h"
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#include "render/CAnimation.h"
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#include "render/IImage.h"
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#include "widgets/Buttons.h"
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#include "widgets/CComponent.h"
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#include "widgets/CGarrisonInt.h"
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#include "windows/CCastleInterface.h"
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#include "windows/CCreatureWindow.h"
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#include "windows/CHeroWindow.h"
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#include "windows/CKingdomInterface.h"
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#include "windows/CPuzzleWindow.h"
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#include "windows/CQuestLog.h"
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#include "windows/CSpellWindow.h"
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#include "windows/CTradeWindow.h"
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#include "windows/GUIClasses.h"
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#include "windows/InfoWindows.h"
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#include "../CCallback.h"
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#include "../lib/CArtHandler.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/CPlayerState.h"
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#include "../lib/CStack.h"
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#include "../lib/CStopWatch.h"
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#include "../lib/CThreadHelper.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/CondSh.h"
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#include "../lib/GameConstants.h"
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#include "../lib/JsonNode.h"
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#include "../lib/NetPacks.h" //todo: remove
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#include "../lib/NetPacksBase.h"
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#include "../lib/RoadHandler.h"
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#include "../lib/StartInfo.h"
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#include "../lib/TerrainHandler.h"
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#include "../lib/TextOperations.h"
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#include "../lib/UnlockGuard.h"
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#include "../lib/VCMIDirs.h"
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#include "../lib/bonuses/CBonusSystemNode.h"
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#include "../lib/bonuses/Limiters.h"
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#include "../lib/bonuses/Updaters.h"
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#include "../lib/bonuses/Propagators.h"
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#include "../lib/serializer/CTypeList.h"
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#include "../lib/serializer/BinaryDeserializer.h"
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#include "../lib/serializer/BinarySerializer.h"
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#include "../lib/spells/CSpellHandler.h"
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#include "../lib/CTownHandler.h"
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#include "../lib/bonuses/Updaters.h"
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#include "../lib/gameState/CGameState.h"
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#include "../lib/mapObjects/CGTownInstance.h"
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#include "../lib/mapObjects/MiscObjects.h"
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#include "../lib/mapObjects/ObjectTemplate.h"
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#include "../lib/mapping/CMapHeader.h"
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#include "../lib/pathfinder/CGPathNode.h"
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#include "../lib/CStack.h"
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#include "../lib/JsonNode.h"
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#include "CMusicHandler.h"
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#include "../lib/CondSh.h"
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#include "../lib/NetPacksBase.h"
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#include "../lib/NetPacks.h"//todo: remove
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#include "../lib/VCMIDirs.h"
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#include "../lib/CStopWatch.h"
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#include "../lib/StartInfo.h"
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#include "../lib/TextOperations.h"
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#include "../lib/CPlayerState.h"
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#include "../lib/GameConstants.h"
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#include "gui/CGuiHandler.h"
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#include "gui/WindowHandler.h"
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#include "windows/InfoWindows.h"
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#include "../lib/UnlockGuard.h"
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#include "../lib/RoadHandler.h"
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#include "../lib/TerrainHandler.h"
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#include "../lib/CThreadHelper.h"
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#include "CServerHandler.h"
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// FIXME: only needed for CGameState::mutex
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#include "../lib/gameState/CGameState.h"
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#include "eventsSDL/NotificationHandler.h"
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#include "adventureMap/CInGameConsole.h"
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#include "../lib/serializer/BinaryDeserializer.h"
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#include "../lib/serializer/BinarySerializer.h"
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#include "../lib/serializer/CTypeList.h"
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#include "../lib/spells/CSpellHandler.h"
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// The macro below is used to mark functions that are called by client when game state changes.
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// They all assume that CPlayerInterface::pim mutex is locked.
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#define EVENT_HANDLER_CALLED_BY_CLIENT
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// The macro marks functions that are run on a new thread by client.
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// They do not own any mutexes intiially.
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#define THREAD_CREATED_BY_CLIENT
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#define RETURN_IF_QUICK_COMBAT \
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#define BATTLE_EVENT_POSSIBLE_RETURN \
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if (LOCPLINT != this) \
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return; \
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if (isAutoFightOn && !battleInt) \
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return;
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#define BATTLE_EVENT_POSSIBLE_RETURN\
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if (LOCPLINT != this) \
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return; \
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RETURN_IF_QUICK_COMBAT
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boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
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CPlayerInterface * LOCPLINT;
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std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
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enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
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CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
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struct HeroObjectRetriever
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{
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const CGHeroInstance * operator()(const ConstTransitivePtr<CGHeroInstance> &h) const
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@ -123,11 +131,10 @@ struct HeroObjectRetriever
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};
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CPlayerInterface::CPlayerInterface(PlayerColor Player):
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localState(std::make_unique<PlayerLocalState>(*this))
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localState(std::make_unique<PlayerLocalState>(*this)),
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movementController(std::make_unique<HeroMovementController>())
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{
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logGlobal->trace("\tHuman player interface for player %s being constructed", Player.toString());
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destinationTeleport = ObjectInstanceID();
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destinationTeleportPos = int3(-1);
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GH.defActionsDef = 0;
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LOCPLINT = this;
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playerID=Player;
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@ -140,7 +147,6 @@ CPlayerInterface::CPlayerInterface(PlayerColor Player):
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firstCall = 1; //if loading will be overwritten in serialize
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autosaveCount = 0;
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isAutoFightOn = false;
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duringMovement = false;
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ignoreEvents = false;
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numOfMovedArts = 0;
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}
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@ -171,7 +177,7 @@ void CPlayerInterface::playerStartsTurn(PlayerColor player)
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EVENT_HANDLER_CALLED_BY_CLIENT;
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makingTurn = false;
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stillMoveHero.setn(STOP_MOVE);
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movementController->onPlayerTurnStarted();
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if(GH.windows().findWindows<AdventureMapInterface>().empty())
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{
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@ -341,90 +347,7 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
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if (!hero)
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return;
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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 == 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 && localState->hasPath(hero) && localState->getPath(hero).endPos() == *details.attackedFrom;
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if(makingTurn && hero->tempOwner == 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(localState->hasPath(hero))
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{
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assert(localState->getPath(hero).nodes.size() >= 2);
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auto nodesIt = 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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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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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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localState->erasePath(hero);
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}
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else if(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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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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stillMoveHero.setn(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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stillMoveHero.setn(STOP_MOVE);
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}
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if (stillMoveHero.get() == WAITING_MOVE)
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stillMoveHero.setn(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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// 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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{ 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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movementController->onTryMoveHero(hero, details);
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}
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void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
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@ -660,10 +583,7 @@ void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID build
|
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|
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void CPlayerInterface::battleStartBefore(const BattleID & battleID, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
|
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{
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// 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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stillMoveHero.setn(STOP_MOVE);
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movementController->onBattleStarted();
|
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//Don't wait for dialogs when we are non-active hot-seat player
|
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if (LOCPLINT == this)
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@ -914,7 +834,6 @@ void CPlayerInterface::battleTriggerEffect(const BattleID & battleID, const Batt
|
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EVENT_HANDLER_CALLED_BY_CLIENT;
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BATTLE_EVENT_POSSIBLE_RETURN;
|
||||
|
||||
RETURN_IF_QUICK_COMBAT;
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||||
battleInt->effectsController->battleTriggerEffect(bte);
|
||||
|
||||
if(bte.effect == vstd::to_underlying(BonusType::MANA_DRAIN))
|
||||
@ -1017,6 +936,9 @@ void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &t
|
||||
waitWhileDialog(); //Fix for mantis #98
|
||||
adventureInt->showInfoBoxMessage(components, text, timer);
|
||||
|
||||
// abort movement, if any. Strictly speaking unnecessary, but prevents some edge cases, like movement sound on visiting Magi Hut with "show messages in status window" on
|
||||
movementController->requestMovementAbort();
|
||||
|
||||
if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
|
||||
CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
|
||||
return;
|
||||
@ -1062,7 +984,7 @@ void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector
|
||||
{
|
||||
CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
|
||||
showingDialog->set(true);
|
||||
stopMovement(); // interrupt movement to show dialog
|
||||
movementController->requestMovementAbort(); // interrupt movement to show dialog
|
||||
GH.windows().pushWindow(temp);
|
||||
}
|
||||
else
|
||||
@ -1085,7 +1007,7 @@ void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<vo
|
||||
{
|
||||
boost::unique_lock<boost::recursive_mutex> un(*pim);
|
||||
|
||||
stopMovement();
|
||||
movementController->requestMovementAbort();
|
||||
LOCPLINT->showingDialog->setn(true);
|
||||
CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
|
||||
}
|
||||
@ -1095,7 +1017,7 @@ void CPlayerInterface::showBlockingDialog( const std::string &text, const std::v
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
waitWhileDialog();
|
||||
|
||||
stopMovement();
|
||||
movementController->requestMovementAbort();
|
||||
CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
|
||||
|
||||
if (!selection && cancel) //simple yes/no dialog
|
||||
@ -1128,15 +1050,10 @@ void CPlayerInterface::showBlockingDialog( const std::string &text, const std::v
|
||||
}
|
||||
}
|
||||
|
||||
void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
|
||||
void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
|
||||
{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
int choosenExit = -1;
|
||||
auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
|
||||
if (destinationTeleport != ObjectInstanceID() && vstd::contains(exits, neededExit))
|
||||
choosenExit = vstd::find_pos(exits, neededExit);
|
||||
|
||||
cb->selectionMade(choosenExit, askID);
|
||||
movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
|
||||
}
|
||||
|
||||
void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
|
||||
@ -1247,6 +1164,11 @@ void CPlayerInterface::loadGame( BinaryDeserializer & h, const int version )
|
||||
|
||||
void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
|
||||
{
|
||||
assert(LOCPLINT->makingTurn);
|
||||
assert(h);
|
||||
assert(!showingDialog->get());
|
||||
assert(dialogs.empty());
|
||||
|
||||
LOG_TRACE(logGlobal);
|
||||
if (!LOCPLINT->makingTurn)
|
||||
return;
|
||||
@ -1257,12 +1179,10 @@ void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
|
||||
if (showingDialog->get() || !dialogs.empty())
|
||||
return;
|
||||
|
||||
setMovementStatus(true);
|
||||
|
||||
if (localState->isHeroSleeping(h))
|
||||
localState->setHeroAwaken(h);
|
||||
|
||||
boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
|
||||
movementController->requestMovementStart(h, path);
|
||||
}
|
||||
|
||||
void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID)
|
||||
@ -1270,7 +1190,7 @@ void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHer
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
auto onEnd = [=](){ cb->selectionMade(0, queryID); };
|
||||
|
||||
if (stillMoveHero.get() == DURING_MOVE && localState->hasPath(down) && localState->getPath(down).nodes.size() > 1) //to ignore calls on passing through garrisons
|
||||
if (movementController->isHeroMovingThroughGarrison(down, up))
|
||||
{
|
||||
onEnd();
|
||||
return;
|
||||
@ -1314,22 +1234,13 @@ void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, con
|
||||
|
||||
void CPlayerInterface::requestRealized( PackageApplied *pa )
|
||||
{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
if (pa->packType == typeList.getTypeID<MoveHero>() && stillMoveHero.get() == DURING_MOVE
|
||||
&& destinationTeleport == ObjectInstanceID())
|
||||
stillMoveHero.setn(CONTINUE_MOVE);
|
||||
if(pa->packType == typeList.getTypeID<MoveHero>())
|
||||
movementController->onMoveHeroApplied();
|
||||
|
||||
if (destinationTeleport != ObjectInstanceID()
|
||||
&& pa->packType == typeList.getTypeID<QueryReply>()
|
||||
&& stillMoveHero.get() == DURING_MOVE)
|
||||
{ // After teleportation via CGTeleport object is finished
|
||||
destinationTeleport = ObjectInstanceID();
|
||||
destinationTeleportPos = int3(-1);
|
||||
stillMoveHero.setn(CONTINUE_MOVE);
|
||||
}
|
||||
if(pa->packType == typeList.getTypeID<QueryReply>())
|
||||
movementController->onQueryReplyApplied();
|
||||
}
|
||||
|
||||
|
||||
void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
|
||||
{
|
||||
heroExchangeStarted(hero1, hero2, QueryID(-1));
|
||||
@ -1712,12 +1623,6 @@ void CPlayerInterface::battleNewRoundFirst(const BattleID & battleID)
|
||||
battleInt->newRoundFirst();
|
||||
}
|
||||
|
||||
void CPlayerInterface::stopMovement()
|
||||
{
|
||||
if (stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
|
||||
stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
|
||||
}
|
||||
|
||||
void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
|
||||
{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
@ -1910,7 +1815,7 @@ void CPlayerInterface::proposeLoadingGame()
|
||||
|
||||
bool CPlayerInterface::capturedAllEvents()
|
||||
{
|
||||
if(duringMovement)
|
||||
if(movementController->isHeroMoving())
|
||||
{
|
||||
//just inform that we are capturing events. they will be processed by heroMoved() in client thread.
|
||||
return true;
|
||||
@ -1928,197 +1833,6 @@ bool CPlayerInterface::capturedAllEvents()
|
||||
return false;
|
||||
}
|
||||
|
||||
void CPlayerInterface::setMovementStatus(bool value)
|
||||
{
|
||||
duringMovement = value;
|
||||
if (value)
|
||||
{
|
||||
CCS->curh->hide();
|
||||
}
|
||||
else
|
||||
{
|
||||
CCS->curh->show();
|
||||
}
|
||||
}
|
||||
|
||||
void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
|
||||
{
|
||||
setThreadName("doMoveHero");
|
||||
|
||||
int i = 1;
|
||||
auto getObj = [&](int3 coord, bool ignoreHero)
|
||||
{
|
||||
return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
|
||||
};
|
||||
|
||||
auto isTeleportAction = [&](EPathNodeAction action) -> bool
|
||||
{
|
||||
if (action != EPathNodeAction::TELEPORT_NORMAL &&
|
||||
action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
|
||||
action != EPathNodeAction::TELEPORT_BATTLE)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
|
||||
{
|
||||
if (CGTeleport::isConnected(currentObject, nextObjectTop))
|
||||
return nextObjectTop;
|
||||
if (nextObjectTop && nextObjectTop->ID == Obj::HERO &&
|
||||
CGTeleport::isConnected(currentObject, nextObject))
|
||||
{
|
||||
return nextObject;
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
};
|
||||
|
||||
boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
|
||||
stillMoveHero.data = CONTINUE_MOVE;
|
||||
auto doMovement = [&](int3 dst, bool transit)
|
||||
{
|
||||
stillMoveHero.data = WAITING_MOVE;
|
||||
cb->moveHero(h, dst, transit);
|
||||
while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
|
||||
stillMoveHero.cond.wait(un);
|
||||
};
|
||||
|
||||
{
|
||||
for (auto & elem : path.nodes)
|
||||
elem.coord = h->convertFromVisitablePos(elem.coord);
|
||||
|
||||
int soundChannel = -1;
|
||||
AudioPath soundName;
|
||||
|
||||
auto getMovementSoundFor = [&](const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) -> AudioPath
|
||||
{
|
||||
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 = cb->getTile(h->convertToVisitablePos(posPrev));
|
||||
auto nextTile = cb->getTile(h->convertToVisitablePos(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;
|
||||
};
|
||||
|
||||
auto canStop = [&](CGPathNode * node) -> bool
|
||||
{
|
||||
if (node->layer != EPathfindingLayer::LAND && node->layer != EPathfindingLayer::SAIL)
|
||||
return false;
|
||||
|
||||
if (node->accessible != EPathAccessibility::ACCESSIBLE)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
for (i=(int)path.nodes.size()-1; i>0 && (stillMoveHero.data == CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
|
||||
{
|
||||
int3 prevCoord = path.nodes[i].coord;
|
||||
int3 nextCoord = path.nodes[i-1].coord;
|
||||
|
||||
auto prevObject = getObj(prevCoord, prevCoord == h->pos);
|
||||
auto nextObjectTop = getObj(nextCoord, false);
|
||||
auto nextObject = getObj(nextCoord, true);
|
||||
auto destTeleportObj = getDestTeleportObj(prevObject, nextObjectTop, nextObject);
|
||||
if (isTeleportAction(path.nodes[i-1].action) && destTeleportObj != nullptr)
|
||||
{
|
||||
CCS->soundh->stopSound(soundChannel);
|
||||
destinationTeleport = destTeleportObj->id;
|
||||
destinationTeleportPos = nextCoord;
|
||||
doMovement(h->pos, false);
|
||||
if (path.nodes[i-1].action == EPathNodeAction::TELEPORT_BLOCKING_VISIT
|
||||
|| path.nodes[i-1].action == EPathNodeAction::TELEPORT_BATTLE)
|
||||
{
|
||||
destinationTeleport = ObjectInstanceID();
|
||||
destinationTeleportPos = int3(-1);
|
||||
}
|
||||
if(i != path.nodes.size() - 1)
|
||||
{
|
||||
soundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
|
||||
if (!soundName.empty())
|
||||
soundChannel = CCS->soundh->playSound(soundName, -1);
|
||||
else
|
||||
soundChannel = -1;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
if (path.nodes[i-1].turns)
|
||||
{ //stop sending move requests if the next node can't be reached at the current turn (hero exhausted his move points)
|
||||
stillMoveHero.data = STOP_MOVE;
|
||||
break;
|
||||
}
|
||||
|
||||
{
|
||||
// Start a new sound for the hero movement or let the existing one carry on.
|
||||
AudioPath newSoundName = getMovementSoundFor(h, prevCoord, nextCoord, path.nodes[i-1].action);
|
||||
|
||||
if(newSoundName != soundName)
|
||||
{
|
||||
soundName = newSoundName;
|
||||
|
||||
CCS->soundh->stopSound(soundChannel);
|
||||
if (!soundName.empty())
|
||||
soundChannel = CCS->soundh->playSound(soundName, -1);
|
||||
else
|
||||
soundChannel = -1;
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
int3 endpos(nextCoord.x, nextCoord.y, h->pos.z);
|
||||
logGlobal->trace("Requesting hero movement to %s", endpos.toString());
|
||||
|
||||
bool useTransit = false;
|
||||
if ((i-2 >= 0) // Check there is node after next one; otherwise transit is pointless
|
||||
&& (CGTeleport::isConnected(nextObjectTop, getObj(path.nodes[i-2].coord, false))
|
||||
|| CGTeleport::isTeleport(nextObjectTop)))
|
||||
{ // Hero should be able to go through object if it's allow transit
|
||||
useTransit = true;
|
||||
}
|
||||
else if (path.nodes[i-1].layer == EPathfindingLayer::AIR)
|
||||
useTransit = true;
|
||||
|
||||
doMovement(endpos, useTransit);
|
||||
|
||||
logGlobal->trace("Resuming %s", __FUNCTION__);
|
||||
bool guarded = cb->isInTheMap(cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
|
||||
if ((!useTransit && guarded) || showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
|
||||
break;
|
||||
}
|
||||
|
||||
CCS->soundh->stopSound(soundChannel);
|
||||
}
|
||||
|
||||
//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 (!showingDialog->get())
|
||||
GH.fakeMouseMove();
|
||||
|
||||
CGI->mh->waitForOngoingAnimations();
|
||||
setMovementStatus(false);
|
||||
}
|
||||
|
||||
void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions, bool showTerrain)
|
||||
{
|
||||
EVENT_HANDLER_CALLED_BY_CLIENT;
|
||||
|
@ -47,6 +47,7 @@ class KeyInterested;
|
||||
class MotionInterested;
|
||||
class PlayerLocalState;
|
||||
class TimeInterested;
|
||||
class HeroMovementController;
|
||||
|
||||
namespace boost
|
||||
{
|
||||
@ -57,7 +58,6 @@ namespace boost
|
||||
/// Central class for managing user interface logic
|
||||
class CPlayerInterface : public CGameInterface, public IUpdateable
|
||||
{
|
||||
bool duringMovement;
|
||||
bool ignoreEvents;
|
||||
size_t numOfMovedArts;
|
||||
|
||||
@ -67,9 +67,7 @@ class CPlayerInterface : public CGameInterface, public IUpdateable
|
||||
|
||||
std::list<std::shared_ptr<CInfoWindow>> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
|
||||
|
||||
ObjectInstanceID destinationTeleport; //contain -1 or object id if teleportation
|
||||
int3 destinationTeleportPos;
|
||||
|
||||
std::unique_ptr<HeroMovementController> movementController;
|
||||
public: // TODO: make private
|
||||
std::shared_ptr<Environment> env;
|
||||
|
||||
@ -122,7 +120,7 @@ protected: // Call-ins from server, should not be called directly, but only via
|
||||
void showInfoDialog(EInfoWindowMode type, const std::string & text, const std::vector<Component> & components, int soundID) override;
|
||||
void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) override;
|
||||
void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel) override; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
|
||||
void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
|
||||
void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;
|
||||
void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) override;
|
||||
void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) override;
|
||||
void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) override;
|
||||
@ -196,7 +194,6 @@ public: // public interface for use by client via LOCPLINT access
|
||||
void showInfoDialogAndWait(std::vector<Component> & components, const MetaString & text);
|
||||
void showYesNoDialog(const std::string &text, CFunctionList<void()> onYes, CFunctionList<void()> onNo, const std::vector<std::shared_ptr<CComponent>> & components = std::vector<std::shared_ptr<CComponent>>());
|
||||
|
||||
void stopMovement();
|
||||
void moveHero(const CGHeroInstance *h, const CGPath& path);
|
||||
|
||||
void tryDigging(const CGHeroInstance *h);
|
||||
@ -222,7 +219,6 @@ private:
|
||||
{
|
||||
owner.ignoreEvents = false;
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
void heroKilled(const CGHeroInstance* hero);
|
||||
@ -231,9 +227,6 @@ private:
|
||||
void acceptTurn(QueryID queryID); //used during hot seat after your turn message is close
|
||||
void initializeHeroTownList();
|
||||
int getLastIndex(std::string namePrefix);
|
||||
void doMoveHero(const CGHeroInstance *h, CGPath path);
|
||||
void setMovementStatus(bool value);
|
||||
|
||||
};
|
||||
|
||||
/// Provides global access to instance of interface of currently active player
|
||||
|
380
client/HeroMovementController.cpp
Normal file
380
client/HeroMovementController.cpp
Normal file
@ -0,0 +1,380 @@
|
||||
/*
|
||||
* 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"
|
||||
|
||||
bool HeroMovementController::isHeroMovingThroughGarrison(const CGHeroInstance * hero, const CArmedInstance * garrison) const
|
||||
{
|
||||
if(!duringMovement)
|
||||
return false;
|
||||
|
||||
if(!LOCPLINT->localState->hasPath(hero))
|
||||
return false;
|
||||
|
||||
if(garrison->visitableAt(LOCPLINT->localState->getPath(hero).lastNode().coord))
|
||||
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
|
||||
requestMovementAbort();
|
||||
}
|
||||
|
||||
void HeroMovementController::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
|
||||
{
|
||||
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();
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
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());
|
||||
|
||||
if(!canMove || (wantStop && canStop))
|
||||
{
|
||||
endMove(hero);
|
||||
}
|
||||
else
|
||||
{
|
||||
moveOnce(hero, LOCPLINT->localState->getPath(hero));
|
||||
}
|
||||
}
|
||||
|
||||
void HeroMovementController::requestMovementAbort()
|
||||
{
|
||||
if(duringMovement)
|
||||
endMove(currentlyMovingHero);
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
void HeroMovementController::requestMovementStart(const CGHeroInstance * h, const CGPath & path)
|
||||
{
|
||||
assert(duringMovement == false);
|
||||
duringMovement = true;
|
||||
currentlyMovingHero = h;
|
||||
|
||||
CCS->curh->hide();
|
||||
moveOnce(h, path);
|
||||
}
|
||||
|
||||
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());
|
||||
|
||||
bool useTransit = nextNode.layer == EPathfindingLayer::AIR || nextNode.layer == EPathfindingLayer::WATER;
|
||||
LOCPLINT->cb->moveHero(h, nextCoord, useTransit);
|
||||
return;
|
||||
}
|
||||
}
|
74
client/HeroMovementController.h
Normal file
74
client/HeroMovementController.h
Normal file
@ -0,0 +1,74 @@
|
||||
/*
|
||||
* HeroMovementController.h, 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
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
#include "../lib/constants/EntityIdentifiers.h"
|
||||
#include "../lib/int3.h"
|
||||
#include "../lib/filesystem/ResourcePath.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
using TTeleportExitsList = std::vector<std::pair<ObjectInstanceID, int3>>;
|
||||
|
||||
class CGHeroInstance;
|
||||
class CArmedInstance;
|
||||
struct CGPathNode;
|
||||
|
||||
struct CGPath;
|
||||
struct TryMoveHero;
|
||||
enum class EPathNodeAction : ui8;
|
||||
VCMI_LIB_NAMESPACE_END
|
||||
|
||||
class HeroMovementController
|
||||
{
|
||||
/// there is an ongoing movement loop, in one or another stage
|
||||
bool duringMovement = false;
|
||||
/// movement was requested to be terminated, e.g. by player or due to inability to move
|
||||
bool stoppingMovement = false;
|
||||
|
||||
bool waitingForQueryApplyReply = false;
|
||||
|
||||
const CGHeroInstance * currentlyMovingHero = nullptr;
|
||||
AudioPath currentMovementSoundName;
|
||||
int currentMovementSoundChannel = -1;
|
||||
|
||||
bool canHeroStopAtNode(const CGPathNode & node) const;
|
||||
|
||||
void updatePath(const CGHeroInstance * hero, const TryMoveHero & details);
|
||||
|
||||
/// Moves hero 1 tile / path node
|
||||
void moveOnce(const CGHeroInstance * h, const CGPath & path);
|
||||
|
||||
void endMove(const CGHeroInstance * h);
|
||||
|
||||
AudioPath getMovementSoundFor(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType);
|
||||
void updateMovementSound(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType);
|
||||
void stopMovementSound();
|
||||
|
||||
public:
|
||||
// const queries
|
||||
|
||||
/// Returns true if hero should move through garrison without displaying garrison dialog
|
||||
bool isHeroMovingThroughGarrison(const CGHeroInstance * hero, const CArmedInstance * garrison) const;
|
||||
|
||||
/// Returns true if there is an ongoing hero movement process
|
||||
bool isHeroMoving() const;
|
||||
|
||||
// netpack handlers
|
||||
void onMoveHeroApplied();
|
||||
void onQueryReplyApplied();
|
||||
void onPlayerTurnStarted();
|
||||
void onBattleStarted();
|
||||
void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID);
|
||||
void onTryMoveHero(const CGHeroInstance * hero, const TryMoveHero & details);
|
||||
|
||||
// UI handlers
|
||||
void requestMovementStart(const CGHeroInstance * h, const CGPath & path);
|
||||
void requestMovementAbort();
|
||||
};
|
@ -703,7 +703,8 @@ void ApplyClientNetPackVisitor::visitExchangeDialog(ExchangeDialog & pack)
|
||||
|
||||
void ApplyClientNetPackVisitor::visitTeleportDialog(TeleportDialog & pack)
|
||||
{
|
||||
callOnlyThatInterface(cl, pack.player, &CGameInterface::showTeleportDialog, pack.channel, pack.exits, pack.impassable, pack.queryID);
|
||||
const CGHeroInstance *h = cl.getHero(pack.hero);
|
||||
callOnlyThatInterface(cl, h->getOwner(), &CGameInterface::showTeleportDialog, h, pack.channel, pack.exits, pack.impassable, pack.queryID);
|
||||
}
|
||||
|
||||
void ApplyClientNetPackVisitor::visitMapObjectSelectDialog(MapObjectSelectDialog & pack)
|
||||
|
@ -531,7 +531,8 @@ void AdventureMapInterface::onTileLeftClicked(const int3 &mapPos)
|
||||
if(LOCPLINT->localState->hasPath(currentHero) &&
|
||||
LOCPLINT->localState->getPath(currentHero).endPos() == mapPos)//we'll be moving
|
||||
{
|
||||
if(!CGI->mh->hasOngoingAnimations())
|
||||
assert(!CGI->mh->hasOngoingAnimations());
|
||||
if(!CGI->mh->hasOngoingAnimations() && LOCPLINT->localState->getPath(currentHero).nextNode().turns == 0)
|
||||
LOCPLINT->moveHero(currentHero, LOCPLINT->localState->getPath(currentHero));
|
||||
return;
|
||||
}
|
||||
|
@ -103,7 +103,7 @@ public:
|
||||
|
||||
// all stacks operations between these objects become allowed, interface has to call onEnd when done
|
||||
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, QueryID queryID) = 0;
|
||||
virtual void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) = 0;
|
||||
virtual void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) = 0;
|
||||
virtual void showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects) = 0;
|
||||
virtual void finish(){}; //if for some reason we want to end
|
||||
|
||||
|
@ -1436,12 +1436,12 @@ struct DLL_LINKAGE TeleportDialog : public Query
|
||||
{
|
||||
TeleportDialog() = default;
|
||||
|
||||
TeleportDialog(const PlayerColor & Player, const TeleportChannelID & Channel)
|
||||
: player(Player)
|
||||
TeleportDialog(const ObjectInstanceID & hero, const TeleportChannelID & Channel)
|
||||
: hero(hero)
|
||||
, channel(Channel)
|
||||
{
|
||||
}
|
||||
PlayerColor player;
|
||||
ObjectInstanceID hero;
|
||||
TeleportChannelID channel;
|
||||
TTeleportExitsList exits;
|
||||
bool impassable = false;
|
||||
@ -1451,7 +1451,7 @@ struct DLL_LINKAGE TeleportDialog : public Query
|
||||
template <typename Handler> void serialize(Handler & h, const int version)
|
||||
{
|
||||
h & queryID;
|
||||
h & player;
|
||||
h & hero;
|
||||
h & channel;
|
||||
h & exits;
|
||||
h & impassable;
|
||||
|
@ -64,15 +64,18 @@ void CGObjectInstance::setOwner(const PlayerColor & ow)
|
||||
{
|
||||
tempOwner = ow;
|
||||
}
|
||||
int CGObjectInstance::getWidth() const//returns width of object graphic in tiles
|
||||
|
||||
int CGObjectInstance::getWidth() const
|
||||
{
|
||||
return appearance->getWidth();
|
||||
}
|
||||
int CGObjectInstance::getHeight() const //returns height of object graphic in tiles
|
||||
|
||||
int CGObjectInstance::getHeight() const
|
||||
{
|
||||
return appearance->getHeight();
|
||||
}
|
||||
bool CGObjectInstance::visitableAt(int x, int y) const //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
|
||||
|
||||
bool CGObjectInstance::visitableAt(int x, int y) const
|
||||
{
|
||||
return appearance->isVisitableAt(pos.x - x, pos.y - y);
|
||||
}
|
||||
@ -86,6 +89,20 @@ bool CGObjectInstance::coveringAt(int x, int y) const
|
||||
return appearance->isVisibleAt(pos.x - x, pos.y - y);
|
||||
}
|
||||
|
||||
bool CGObjectInstance::visitableAt(const int3 & testPos) const
|
||||
{
|
||||
return pos.z == testPos.z && appearance->isVisitableAt(pos.x - testPos.x, pos.y - testPos.y);
|
||||
}
|
||||
bool CGObjectInstance::blockingAt(const int3 & testPos) const
|
||||
{
|
||||
return pos.z == testPos.z && appearance->isBlockedAt(pos.x - testPos.x, pos.y - testPos.y);
|
||||
}
|
||||
|
||||
bool CGObjectInstance::coveringAt(const int3 & testPos) const
|
||||
{
|
||||
return pos.z == testPos.z && appearance->isVisibleAt(pos.x - testPos.x, pos.y - testPos.y);
|
||||
}
|
||||
|
||||
std::set<int3> CGObjectInstance::getBlockedPos() const
|
||||
{
|
||||
std::set<int3> ret;
|
||||
|
@ -60,12 +60,17 @@ public:
|
||||
|
||||
int getWidth() const; //returns width of object graphic in tiles
|
||||
int getHeight() const; //returns height of object graphic in tiles
|
||||
bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) (h3m pos)
|
||||
int3 visitablePos() const override;
|
||||
int3 getPosition() const override;
|
||||
int3 getTopVisiblePos() const;
|
||||
bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) (h3m pos)
|
||||
bool blockingAt(int x, int y) const; //returns true if object is blocking location (x, y) (h3m pos)
|
||||
bool coveringAt(int x, int y) const; //returns true if object covers with picture location (x, y) (h3m pos)
|
||||
|
||||
bool visitableAt(const int3 & pos) const; //returns true if object is visitable at location (x, y) (h3m pos)
|
||||
bool blockingAt (const int3 & pos) const; //returns true if object is blocking location (x, y) (h3m pos)
|
||||
bool coveringAt (const int3 & pos) const; //returns true if object covers with picture location (x, y) (h3m pos)
|
||||
|
||||
std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
|
||||
std::set<int3> getBlockedOffsets() const; //returns set of relative positions blocked by this object
|
||||
|
||||
|
@ -453,7 +453,7 @@ TeleportChannelID CGMonolith::findMeChannel(const std::vector<Obj> & IDs, int Su
|
||||
|
||||
void CGMonolith::onHeroVisit( const CGHeroInstance * h ) const
|
||||
{
|
||||
TeleportDialog td(h->tempOwner, channel);
|
||||
TeleportDialog td(h->id, channel);
|
||||
if(isEntrance())
|
||||
{
|
||||
if(cb->isTeleportChannelBidirectional(channel) && 1 < cb->getTeleportChannelExits(channel).size())
|
||||
@ -527,7 +527,7 @@ void CGMonolith::initObj(CRandomGenerator & rand)
|
||||
|
||||
void CGSubterraneanGate::onHeroVisit( const CGHeroInstance * h ) const
|
||||
{
|
||||
TeleportDialog td(h->tempOwner, channel);
|
||||
TeleportDialog td(h->id, channel);
|
||||
if(cb->isTeleportChannelImpassable(channel))
|
||||
{
|
||||
h->showInfoDialog(153);//Just inside the entrance you find a large pile of rubble blocking the tunnel. You leave discouraged.
|
||||
@ -611,7 +611,7 @@ void CGSubterraneanGate::postInit() //matches subterranean gates into pairs
|
||||
|
||||
void CGWhirlpool::onHeroVisit( const CGHeroInstance * h ) const
|
||||
{
|
||||
TeleportDialog td(h->tempOwner, channel);
|
||||
TeleportDialog td(h->id, channel);
|
||||
if(cb->isTeleportChannelImpassable(channel))
|
||||
{
|
||||
logGlobal->debug("Cannot find exit whirlpool for %d at %s", id.getNum(), pos.toString());
|
||||
|
@ -24,6 +24,24 @@ static bool canSeeObj(const CGObjectInstance * obj)
|
||||
return obj != nullptr && obj->ID != Obj::EVENT;
|
||||
}
|
||||
|
||||
const CGPathNode & CGPath::currNode() const
|
||||
{
|
||||
assert(nodes.size() > 1);
|
||||
return nodes[nodes.size()-1];
|
||||
}
|
||||
|
||||
const CGPathNode & CGPath::nextNode() const
|
||||
{
|
||||
assert(nodes.size() > 1);
|
||||
return nodes[nodes.size()-2];
|
||||
}
|
||||
|
||||
const CGPathNode & CGPath::lastNode() const
|
||||
{
|
||||
assert(nodes.size() > 1);
|
||||
return nodes[0];
|
||||
}
|
||||
|
||||
int3 CGPath::startPos() const
|
||||
{
|
||||
return nodes[nodes.size()-1].coord;
|
||||
|
@ -143,6 +143,18 @@ struct DLL_LINKAGE CGPathNode
|
||||
return turns < 255;
|
||||
}
|
||||
|
||||
bool isTeleportAction() const
|
||||
{
|
||||
if (action != EPathNodeAction::TELEPORT_NORMAL &&
|
||||
action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
|
||||
action != EPathNodeAction::TELEPORT_BATTLE)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
using TFibHeap = boost::heap::fibonacci_heap<CGPathNode *, boost::heap::compare<NodeComparer<CGPathNode>>>;
|
||||
|
||||
TFibHeap::handle_type pqHandle;
|
||||
@ -156,6 +168,13 @@ struct DLL_LINKAGE CGPath
|
||||
{
|
||||
std::vector<CGPathNode> nodes; //just get node by node
|
||||
|
||||
/// Starting position of path, matches location of hero
|
||||
const CGPathNode & currNode() const;
|
||||
/// First node in path, this is where hero will move next
|
||||
const CGPathNode & nextNode() const;
|
||||
/// Last node in path, this is what hero wants to reach in the end
|
||||
const CGPathNode & lastNode() const;
|
||||
|
||||
int3 startPos() const; // start point
|
||||
int3 endPos() const; //destination point
|
||||
};
|
||||
|
@ -1111,29 +1111,36 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
|
||||
const bool standAtObstacle = t.blocked && !t.visitable;
|
||||
const bool standAtWater = !h->boat && t.terType->isWater() && (t.visitableObjects.empty() || !t.visitableObjects.back()->isCoastVisitable());
|
||||
|
||||
//it's a rock or blocked and not visitable tile
|
||||
//OR hero is on land and dest is water and (there is not present only one object - boat)
|
||||
if (((!t.terType->isPassable() || (standAtObstacle && !canFly))
|
||||
&& complain("Cannot move hero, destination tile is blocked!"))
|
||||
|| ((standAtWater && !canFly && !canWalkOnSea) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
|
||||
&& complain("Cannot move hero, destination tile is on water!"))
|
||||
|| ((h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
|
||||
&& complain("Cannot disembark hero, tile is blocked!"))
|
||||
|| ((distance(h->pos, dst) >= 1.5 && !teleporting)
|
||||
&& complain("Tiles are not neighboring!"))
|
||||
|| ((h->inTownGarrison)
|
||||
&& complain("Can not move garrisoned hero!"))
|
||||
|| (((int)h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
|
||||
&& complain("Hero doesn't have any movement points left!"))
|
||||
|| ((transit && !canFly && !CGTeleport::isTeleport(t.topVisitableObj()))
|
||||
&& complain("Hero cannot transit over this tile!"))
|
||||
/*|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
|
||||
&& complain("Cannot move hero during the battle"))*/)
|
||||
{
|
||||
auto const complainRet = [&](const std::string & message){
|
||||
//send info about movement failure
|
||||
complain(message);
|
||||
sendAndApply(&tmh);
|
||||
return false;
|
||||
}
|
||||
};
|
||||
|
||||
//it's a rock or blocked and not visitable tile
|
||||
//OR hero is on land and dest is water and (there is not present only one object - boat)
|
||||
if (!t.terType->isPassable() || (standAtObstacle && !canFly))
|
||||
complainRet("Cannot move hero, destination tile is blocked!");
|
||||
|
||||
//hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
|
||||
if(standAtWater && !canFly && !canWalkOnSea)
|
||||
complainRet("Cannot move hero, destination tile is on water!");
|
||||
|
||||
if(h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
|
||||
complainRet("Cannot disembark hero, tile is blocked!");
|
||||
|
||||
if(distance(h->pos, dst) >= 1.5 && !teleporting)
|
||||
complainRet("Tiles are not neighboring!");
|
||||
|
||||
if(h->inTownGarrison)
|
||||
complainRet("Can not move garrisoned hero!");
|
||||
|
||||
if(h->movementPointsRemaining() < cost && dst != h->pos && !teleporting)
|
||||
complainRet("Hero doesn't have any movement points left!");
|
||||
|
||||
if (transit && !canFly && !(canWalkOnSea && t.terType->isWater()))
|
||||
complainRet("Hero cannot transit over this tile!");
|
||||
|
||||
//several generic blocks of code
|
||||
|
||||
@ -1252,7 +1259,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
|
||||
if (CGTeleport::isTeleport(t.topVisitableObj()))
|
||||
visitDest = DONT_VISIT_DEST;
|
||||
|
||||
if (canFly)
|
||||
if (canFly || (canWalkOnSea && t.terType->isWater()))
|
||||
{
|
||||
lookForGuards = IGNORE_GUARDS;
|
||||
visitDest = DONT_VISIT_DEST;
|
||||
|
@ -171,7 +171,7 @@ CTeleportDialogQuery::CTeleportDialogQuery(CGameHandler * owner, const TeleportD
|
||||
CDialogQuery(owner)
|
||||
{
|
||||
this->td = td;
|
||||
addPlayer(td.player);
|
||||
addPlayer(gh->getHero(td.hero)->getOwner());
|
||||
}
|
||||
|
||||
CHeroLevelUpDialogQuery::CHeroLevelUpDialogQuery(CGameHandler * owner, const HeroLevelUp & Hlu, const CGHeroInstance * Hero):
|
||||
|
Loading…
Reference in New Issue
Block a user