mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
Fixed paths through teleport, formatting cleanup
This commit is contained in:
parent
f08028a158
commit
b7de685483
@ -1236,6 +1236,9 @@ void CPlayerInterface::requestRealized( PackageApplied *pa )
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{
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if(pa->packType == typeList.getTypeID<MoveHero>())
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movementController->onMoveHeroApplied();
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if(pa->packType == typeList.getTypeID<QueryReply>())
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movementController->onQueryReplyApplied();
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}
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void CPlayerInterface::showHeroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
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@ -1,5 +1,5 @@
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/*
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* CPlayerInterface.cpp, part of VCMI engine
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* HeroMovementController.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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@ -24,37 +24,19 @@
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#include "../lib/pathfinder/CGPathNode.h"
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#include "../lib/mapObjects/CGHeroInstance.h"
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#include "../lib/mapObjects/MiscObjects.h"
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#include "../lib/RoadHandler.h"
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#include "../lib/TerrainHandler.h"
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#include "../lib/NetPacks.h"
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#include "../lib/CondSh.h"
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std::optional<int3> HeroMovementController::getLastTile(const CGHeroInstance * hero) const
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{
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if (!LOCPLINT->localState->hasPath(hero))
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return std::nullopt;
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return LOCPLINT->localState->getPath(hero).endPos();
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}
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std::optional<int3> HeroMovementController::getNextTile(const CGHeroInstance * hero) const
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{
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if (!LOCPLINT->localState->hasPath(hero))
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return std::nullopt;
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return LOCPLINT->localState->getPath(hero).nextNode().coord;
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}
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bool HeroMovementController::isHeroMovingThroughGarrison(const CGHeroInstance * hero, const CArmedInstance * garrison) const
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{
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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(!LOCPLINT->localState->hasPath(hero))
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return false;
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if (garrison->visitableAt(*getLastTile(hero)))
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if(garrison->visitableAt(LOCPLINT->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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@ -83,9 +65,13 @@ void HeroMovementController::onBattleStarted()
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void HeroMovementController::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
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{
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assert(hero == currentlyMovingHero);
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// Player entered teleporter
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// Check whether hero that has entered teleporter has paths that goes through teleporter and select appropriate exit
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// othervice, ask server to select one randomly by sending invalid (-1) value as answer
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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(!LOCPLINT->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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@ -95,12 +81,14 @@ void HeroMovementController::showTeleportDialog(const CGHeroInstance * hero, Tel
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const auto & heroPath = LOCPLINT->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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for(size_t i = 0; i < exits.size(); ++i)
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{
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const auto * teleporter = LOCPLINT->cb->getObj(exits[i].first);
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if (teleporter && teleporter->visitableAt(nextNode.coord))
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if(teleporter && teleporter->visitableAt(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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return;
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}
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@ -113,27 +101,28 @@ void HeroMovementController::showTeleportDialog(const CGHeroInstance * hero, Tel
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void HeroMovementController::updatePath(const CGHeroInstance * hero, const TryMoveHero & details)
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{
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if (hero->tempOwner != LOCPLINT->playerID)
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// 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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return;
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if (!LOCPLINT->localState->hasPath(hero))
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if(!LOCPLINT->localState->hasPath(hero))
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return; // may happen when hero teleports
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assert(hero == currentlyMovingHero);
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assert(LOCPLINT->makingTurn);
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assert(getNextTile(hero).has_value());
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bool directlyAttackingCreature = details.attackedFrom.has_value() && getLastTile(hero) == details.attackedFrom;
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bool directlyAttackingCreature = details.attackedFrom.has_value() && LOCPLINT->localState->getPath(hero).lastNode().coord == details.attackedFrom;
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auto desiredTarget = getNextTile(hero);
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auto actualTarget = hero->convertToVisitablePos(details.end);
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int3 desiredTarget = LOCPLINT->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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bool heroChangedTile = details.start != details.end;
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if (desiredTarget && heroChangedTile)
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if(heroChangedTile)
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{
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if (*desiredTarget != actualTarget)
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if(desiredTarget != actualTarget)
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{
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//invalidate path - movement was not along current path
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//possible reasons: teleport, visit of object with "blocking visit" property
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@ -152,12 +141,20 @@ void HeroMovementController::updatePath(const CGHeroInstance * hero, const TryMo
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void HeroMovementController::heroMoved(const CGHeroInstance * hero, const TryMoveHero & details)
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{
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if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
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// Server initiated movement -> start movement animation
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// Note that this movement is not necessarily of owned heroes - other players movement will also pass through this method
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if(details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
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{
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if(hero->getRemovalSound() && hero->tempOwner == LOCPLINT->playerID)
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CCS->soundh->playSound(hero->getRemovalSound().value());
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}
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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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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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@ -167,61 +164,86 @@ void HeroMovementController::heroMoved(const CGHeroInstance * hero, const TryMov
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updatePath(hero, details);
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if(details.stopMovement()) //hero failed to move
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if(details.stopMovement())
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{
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if (duringMovement)
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if(duringMovement)
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endHeroMove(hero);
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return;
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}
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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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CGI->mh->waitForOngoingAnimations();
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//move finished
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adventureInt->onHeroChanged(hero);
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// // Hero attacked creature directly, set direction to face it.
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// if (directlyAttackingCreature)
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// {
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// // Get direction to attacker.
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// int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
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// static const ui8 dirLookup[3][3] =
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// {
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// { 1, 2, 3 },
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// { 8, 0, 4 },
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// { 7, 6, 5 }
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// };
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// // FIXME: Avoid const_cast, make moveDir mutable in some other way?
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// const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
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// }
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// Hero attacked creature, set direction to face it.
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if(directlyAttackingCreature)
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{
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// Get direction to attacker.
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int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0);
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static const ui8 dirLookup[3][3] =
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{
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{ 1, 2, 3 },
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{ 8, 0, 4 },
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{ 7, 6, 5 }
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};
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//FIXME: better handling of this case without const_cast
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const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
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}
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}
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void HeroMovementController::onQueryReplyApplied()
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{
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if(duringMovement)
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{
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// Server accepted our TeleportDialog query reply and moved hero
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// Continue moving alongside our path, if any
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assert(waitingForQueryApplyReply);
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waitingForQueryApplyReply = false;
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onMoveHeroApplied();
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}
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}
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void HeroMovementController::onMoveHeroApplied()
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{
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//check if user cancelled movement
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if (GH.input().ignoreEventsUntilInput())
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// at this point, server have finished processing of hero movement request
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// as well as all side effectes from movement, such as object visit or combat start
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// this was request to move alongside path from player, but either another player or teleport action
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if(!duringMovement)
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return;
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// hero has moved onto teleporter and activated it
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// in this case next movement should be done only after query reply has been acknowledged
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// and hero has been moved to teleport destination
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if(waitingForQueryApplyReply)
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return;
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if(GH.input().ignoreEventsUntilInput())
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stoppingMovement = true;
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if (duringMovement)
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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;
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bool wantStop = stoppingMovement;
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bool canStop = !canMove || canHeroStopAtNode(LOCPLINT->localState->getPath(hero).currNode());
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if(!canMove)
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{
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assert(currentlyMovingHero);
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auto const * hero = currentlyMovingHero;
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bool canMove = LOCPLINT->localState->hasPath(hero) && LOCPLINT->localState->getPath(hero).nextNode().turns == 0;
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bool wantStop = stoppingMovement;
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bool canStop = !canMove || canHeroStopAtNode(LOCPLINT->localState->getPath(hero).currNode());
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if (!canMove)
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{
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endHeroMove(hero);
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}
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else if ( wantStop && canStop )
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{
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endHeroMove(hero);
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}
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else
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{
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moveHeroOnce(hero, LOCPLINT->localState->getPath(hero));
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}
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endHeroMove(hero);
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}
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else if(wantStop && canStop)
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{
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endHeroMove(hero);
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}
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else
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{
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moveHeroOnce(hero, LOCPLINT->localState->getPath(hero));
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}
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}
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@ -234,6 +256,7 @@ void HeroMovementController::movementAbortRequested()
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void HeroMovementController::endHeroMove(const CGHeroInstance * hero)
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{
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assert(duringMovement == true);
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assert(currentlyMovingHero != nullptr);
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duringMovement = false;
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stoppingMovement = false;
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currentlyMovingHero = nullptr;
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@ -244,17 +267,17 @@ void HeroMovementController::endHeroMove(const CGHeroInstance * hero)
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AudioPath HeroMovementController::getMovementSoundFor(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType)
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{
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if (moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
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if(moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL)
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return {};
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if (moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
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if(moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK)
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return {};
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if (moveType == EPathNodeAction::BLOCKING_VISIT)
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if(moveType == EPathNodeAction::BLOCKING_VISIT)
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return {};
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// flying movement sound
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if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
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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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@ -264,7 +287,7 @@ AudioPath HeroMovementController::getMovementSoundFor(const CGHeroInstance * her
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auto nextRoad = nextTile->roadType;
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bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD;
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if (movingOnRoad)
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if(movingOnRoad)
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return nextTile->terType->horseSound;
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else
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return nextTile->terType->horseSoundPenalty;
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@ -279,10 +302,10 @@ void HeroMovementController::updateMovementSound(const CGHeroInstance * h, int3
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{
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currentMovementSoundName = newSoundName;
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if (currentMovementSoundChannel != -1)
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if(currentMovementSoundChannel != -1)
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CCS->soundh->stopSound(currentMovementSoundChannel);
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if (!currentMovementSoundName.empty())
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if(!currentMovementSoundName.empty())
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currentMovementSoundChannel = CCS->soundh->playSound(currentMovementSoundName, -1, true);
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else
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currentMovementSoundChannel = -1;
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@ -291,17 +314,18 @@ void HeroMovementController::updateMovementSound(const CGHeroInstance * h, int3
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void HeroMovementController::stopMovementSound()
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{
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CCS->soundh->stopSound(currentMovementSoundChannel);
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if(currentMovementSoundChannel != -1)
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CCS->soundh->stopSound(currentMovementSoundChannel);
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currentMovementSoundChannel = -1;
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currentMovementSoundName = AudioPath();
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}
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bool HeroMovementController::canHeroStopAtNode(const CGPathNode & node) const
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{
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if (node.layer != EPathfindingLayer::LAND && node.layer != EPathfindingLayer::SAIL)
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if(node.layer != EPathfindingLayer::LAND && node.layer != EPathfindingLayer::SAIL)
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return false;
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if (node.accessible != EPathAccessibility::ACCESSIBLE)
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if(node.accessible != EPathAccessibility::ACCESSIBLE)
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return false;
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return true;
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@ -313,12 +337,15 @@ void HeroMovementController::movementStartRequested(const CGHeroInstance * h, co
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duringMovement = true;
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currentlyMovingHero = h;
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CCS->curh->show();
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CCS->curh->hide();
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moveHeroOnce(h, path);
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}
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void HeroMovementController::moveHeroOnce(const CGHeroInstance * h, const CGPath & path)
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{
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// Moves hero once, sends request to server and immediately returns
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// movement alongside paths will be done on receiving response from server
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assert(duringMovement == true);
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const auto & currNode = path.currNode();
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@ -329,9 +356,10 @@ void HeroMovementController::moveHeroOnce(const CGHeroInstance * h, const CGPath
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int3 nextCoord = h->convertFromVisitablePos(nextNode.coord);
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if (nextNode.isTeleportAction())
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if(nextNode.isTeleportAction())
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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, nextCoord, false);
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return;
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}
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@ -1,5 +1,5 @@
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/*
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* CPlayerInterface.h, part of VCMI engine
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* HeroMovementController.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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@ -32,15 +32,12 @@ class HeroMovementController
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/// movement was requested to be terminated, e.g. by player or due to inability to move
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bool stoppingMovement = false;
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bool waitingForQueryApplyReply = false;
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const CGHeroInstance * currentlyMovingHero = nullptr;
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AudioPath currentMovementSoundName;
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int currentMovementSoundChannel = -1;
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/// return final node in a path, if exists
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std::optional<int3> getLastTile(const CGHeroInstance * h) const;
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/// return first path in a path, if exists
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std::optional<int3> getNextTile(const CGHeroInstance * h) const;
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bool canHeroStopAtNode(const CGPathNode & node) const;
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void updatePath(const CGHeroInstance * hero, const TryMoveHero & details);
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@ -56,11 +53,16 @@ class HeroMovementController
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public:
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// const queries
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/// Returns true if hero should move through garrison without displaying garrison dialog
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bool isHeroMovingThroughGarrison(const CGHeroInstance * hero, const CArmedInstance * garrison) const;
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/// Returns true if there is an ongoing hero movement process
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bool isHeroMoving() const;
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// netpack handlers
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void onMoveHeroApplied();
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void onQueryReplyApplied();
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void onPlayerTurnStarted();
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void onBattleStarted();
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void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID);
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@ -1111,29 +1111,36 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
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const bool standAtObstacle = t.blocked && !t.visitable;
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const bool standAtWater = !h->boat && t.terType->isWater() && (t.visitableObjects.empty() || !t.visitableObjects.back()->isCoastVisitable());
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//it's a rock or blocked and not visitable tile
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//OR hero is on land and dest is water and (there is not present only one object - boat)
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if (((!t.terType->isPassable() || (standAtObstacle && !canFly))
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&& complain("Cannot move hero, destination tile is blocked!"))
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|| ((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)
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&& complain("Cannot move hero, destination tile is on water!"))
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|| ((h->boat && h->boat->layer == EPathfindingLayer::SAIL && t.terType->isLand() && t.blocked)
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&& complain("Cannot disembark hero, tile is blocked!"))
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|| ((distance(h->pos, dst) >= 1.5 && !teleporting)
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&& 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 && !CGTeleport::isTeleport(t.topVisitableObj()))
|
||||
complainRet("Hero cannot transit over this tile!");
|
||||
|
||||
//several generic blocks of code
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user