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https://github.com/vcmi/vcmi.git
synced 2024-12-20 20:23:03 +02:00
Fixed most common cases of movement actions
This commit is contained in:
parent
0afc244934
commit
c8e6a7cd27
@ -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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@ -131,7 +131,8 @@ 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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GH.defActionsDef = 0;
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@ -935,6 +936,9 @@ void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &t
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waitWhileDialog(); //Fix for mantis #98
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adventureInt->showInfoBoxMessage(components, text, timer);
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// 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
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movementController->movementAbortRequested();
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if (makingTurn && GH.windows().count() > 0 && LOCPLINT == this)
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CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
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return;
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@ -980,7 +984,7 @@ void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector
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{
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CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
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showingDialog->set(true);
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movementController->movementStopRequested(); // interrupt movement to show dialog
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movementController->movementAbortRequested(); // interrupt movement to show dialog
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GH.windows().pushWindow(temp);
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}
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else
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@ -1003,7 +1007,7 @@ void CPlayerInterface::showYesNoDialog(const std::string &text, CFunctionList<vo
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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movementController->movementStopRequested();
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movementController->movementAbortRequested();
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LOCPLINT->showingDialog->setn(true);
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CInfoWindow::showYesNoDialog(text, components, onYes, onNo, playerID);
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}
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@ -1013,7 +1017,7 @@ void CPlayerInterface::showBlockingDialog( const std::string &text, const std::v
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EVENT_HANDLER_CALLED_BY_CLIENT;
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waitWhileDialog();
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movementController->movementStopRequested();
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movementController->movementAbortRequested();
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CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
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if (!selection && cancel) //simple yes/no dialog
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@ -1046,10 +1050,10 @@ void CPlayerInterface::showBlockingDialog( const std::string &text, const std::v
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}
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}
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void CPlayerInterface::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
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void CPlayerInterface::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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movementController->showTeleportDialog(channel, exits, impassable, askID);
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movementController->showTeleportDialog(hero, channel, exits, impassable, askID);
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}
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void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component & icon, const MetaString & title, const MetaString & description, const std::vector<ObjectInstanceID> & objects)
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@ -1163,7 +1167,7 @@ void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
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assert(LOCPLINT->makingTurn);
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assert(h);
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assert(!showingDialog->get());
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assert(!dialogs.empty());
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assert(dialogs.empty());
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LOG_TRACE(logGlobal);
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if (!LOCPLINT->makingTurn)
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@ -1230,16 +1234,10 @@ void CPlayerInterface::showArtifactAssemblyDialog(const Artifact * artifact, con
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void CPlayerInterface::requestRealized( PackageApplied *pa )
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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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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{
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heroExchangeStarted(hero1, hero2, QueryID(-1));
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@ -120,7 +120,7 @@ protected: // Call-ins from server, should not be called directly, but only via
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void showInfoDialog(EInfoWindowMode type, const std::string & text, const std::vector<Component> & components, int soundID) override;
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void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) 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; //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 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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void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) override;
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@ -30,45 +30,31 @@
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#include "../lib/NetPacks.h"
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#include "../lib/CondSh.h"
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// Code flow of movement process:
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// - Player requests movement (e.g. press "move" button)
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// -> calls doMoveHero (GUI thread)
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// -> -> sends LOCPLINT->cb->moveHero
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// - Server sends reply
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// -> calls heroMoved (NETWORK thread)
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// -> -> animation starts, sound starts
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// -> -> waits for animation to finish
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// -> -> if player have requested stop and path is not finished, calls doMoveHero again
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//
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// - Players requests movement stop (e.g. mouse click during movement)
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// -> calls movementStopRequested
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// -> -> sets flag that movement should be aborted
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HeroMovementController::HeroMovementController()
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std::optional<int3> HeroMovementController::getLastTile(const CGHeroInstance * hero) const
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{
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destinationTeleport = ObjectInstanceID();
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destinationTeleportPos = int3(-1);
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duringMovement = false;
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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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void HeroMovementController::setMovementStatus(bool value)
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std::optional<int3> HeroMovementController::getNextTile(const CGHeroInstance * hero) const
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{
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duringMovement = value;
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if (value)
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CCS->curh->hide();
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else
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CCS->curh->show();
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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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assert(LOCPLINT->localState->hasPath(hero));
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assert(movementState == EMoveState::DURING_MOVE);
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assert(duringMovement);
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if (!LOCPLINT->localState->hasPath(hero))
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return false;
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if (garrison->visitableAt(*LOCPLINT->localState->getLastTile(hero)))
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if (garrison->visitableAt(*getLastTile(hero)))
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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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@ -79,55 +65,50 @@ bool HeroMovementController::isHeroMoving() const
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return duringMovement;
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}
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void HeroMovementController::onMoveHeroApplied()
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{
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assert(movementState == EMoveState::DURING_MOVE);
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if(movementState == EMoveState::DURING_MOVE)
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{
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assert(destinationTeleport == ObjectInstanceID::NONE);
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movementState = EMoveState::CONTINUE_MOVE;
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}
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}
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void HeroMovementController::onQueryReplyApplied()
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{
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assert(movementState == EMoveState::DURING_MOVE);
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if(movementState == EMoveState::DURING_MOVE)
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{
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// After teleportation via CGTeleport object is finished
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assert(destinationTeleport != ObjectInstanceID::NONE);
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destinationTeleport = ObjectInstanceID();
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destinationTeleportPos = int3(-1);
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movementState = EMoveState::CONTINUE_MOVE;
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}
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}
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void HeroMovementController::onPlayerTurnStarted()
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{
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assert(movementState == EMoveState::STOP_MOVE);
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movementState = EMoveState::STOP_MOVE;
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assert(duringMovement == false);
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assert(stoppingMovement == false);
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duringMovement = false;
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}
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void HeroMovementController::onBattleStarted()
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{
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assert(movementState == EMoveState::STOP_MOVE);
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// when battle starts, game will send battleStart pack *before* movement confirmation
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// and since network thread wait for battle intro to play, movement confirmation will only happen after intro
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// leading to several bugs, such as blocked input during intro
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movementState = EMoveState::STOP_MOVE;
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// FIXME: should be on hero visit
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assert(duringMovement == false);
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assert(stoppingMovement == false);
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duringMovement = false;
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}
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void HeroMovementController::showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
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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(destinationTeleport != ObjectInstanceID::NONE);
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if (!LOCPLINT->localState->hasPath(hero))
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{
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assert(exits.size() == 1); // select random? Let server select?
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LOCPLINT->cb->selectionMade(0, askID);
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return;
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}
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auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
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assert(vstd::contains(exits, neededExit));
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const auto & heroPath = LOCPLINT->localState->getPath(hero);
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const auto & nextNode = heroPath.nextNode();
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int choosenExit = vstd::find_pos(exits, neededExit);
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LOCPLINT->cb->selectionMade(choosenExit, askID);
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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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{
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LOCPLINT->cb->selectionMade(i, askID);
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return;
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}
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}
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assert(0); // exit not found? How? select random? Let server select?
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LOCPLINT->cb->selectionMade(0, askID);
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return;
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}
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void HeroMovementController::updatePath(const CGHeroInstance * hero, const TryMoveHero & details)
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@ -135,13 +116,15 @@ void HeroMovementController::updatePath(const CGHeroInstance * hero, const TryMo
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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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return; // may happen when hero teleports
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assert(LOCPLINT->makingTurn);
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assert(LOCPLINT->localState->hasPath(hero));
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assert(LOCPLINT->localState->getNextTile(hero).has_value());
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assert(getNextTile(hero).has_value());
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bool directlyAttackingCreature = details.attackedFrom.has_value() && LOCPLINT->localState->getLastTile(hero) == details.attackedFrom;
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bool directlyAttackingCreature = details.attackedFrom.has_value() && getLastTile(hero) == details.attackedFrom;
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auto desiredTarget = LOCPLINT->localState->getNextTile(hero);
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auto desiredTarget = getNextTile(hero);
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auto actualTarget = hero->convertToVisitablePos(details.end);
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//don't erase path when revisiting with spacebar
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@ -168,6 +151,8 @@ 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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//assert(duringMovement == true); // May be false if hero teleported
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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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@ -185,8 +170,8 @@ void HeroMovementController::heroMoved(const CGHeroInstance * hero, const TryMov
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if(details.stopMovement()) //hero failed to move
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{
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movementState = EMoveState::STOP_MOVE;
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adventureInt->onHeroChanged(hero);
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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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@ -195,13 +180,6 @@ void HeroMovementController::heroMoved(const CGHeroInstance * hero, const TryMov
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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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if (GH.input().ignoreEventsUntilInput())
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movementState = EMoveState::STOP_MOVE;
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if (movementState == EMoveState::WAITING_MOVE)
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movementState = EMoveState::DURING_MOVE;
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// // Hero attacked creature directly, set direction to face it.
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// if (directlyAttackingCreature)
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// {
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@ -218,12 +196,51 @@ void HeroMovementController::heroMoved(const CGHeroInstance * hero, const TryMov
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// }
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}
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void HeroMovementController::movementStopRequested()
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void HeroMovementController::onMoveHeroApplied()
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{
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assert(movementState == EMoveState::DURING_MOVE);
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auto const * hero = LOCPLINT->localState->getCurrentHero();
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if (movementState == EMoveState::DURING_MOVE)//if we are in the middle of hero movement
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movementState = EMoveState::STOP_MOVE;
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assert(hero);
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//check if user cancelled movement
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if (GH.input().ignoreEventsUntilInput())
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stoppingMovement = true;
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if (duringMovement)
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{
|
||||
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)
|
||||
{
|
||||
endHeroMove(hero);
|
||||
}
|
||||
else if ( wantStop && canStop )
|
||||
{
|
||||
endHeroMove(hero);
|
||||
}
|
||||
else
|
||||
{
|
||||
moveHeroOnce(hero, LOCPLINT->localState->getPath(hero));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void HeroMovementController::movementAbortRequested()
|
||||
{
|
||||
if(duringMovement)
|
||||
endHeroMove(LOCPLINT->localState->getCurrentHero());
|
||||
}
|
||||
|
||||
void HeroMovementController::endHeroMove(const CGHeroInstance * hero)
|
||||
{
|
||||
assert(duringMovement == true);
|
||||
duringMovement = false;
|
||||
stoppingMovement = false;
|
||||
stopMovementSound();
|
||||
adventureInt->onHeroChanged(hero);
|
||||
CCS->curh->show();
|
||||
}
|
||||
|
||||
AudioPath HeroMovementController::getMovementSoundFor(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType)
|
||||
@ -241,8 +258,8 @@ AudioPath HeroMovementController::getMovementSoundFor(const CGHeroInstance * her
|
||||
if (hero->hasBonusOfType(BonusType::FLYING_MOVEMENT))
|
||||
return AudioPath::builtin("HORSE10.wav");
|
||||
|
||||
auto prevTile = LOCPLINT->cb->getTile(hero->convertToVisitablePos(posPrev));
|
||||
auto nextTile = LOCPLINT->cb->getTile(hero->convertToVisitablePos(posNext));
|
||||
auto prevTile = LOCPLINT->cb->getTile(posPrev);
|
||||
auto nextTile = LOCPLINT->cb->getTile(posNext);
|
||||
|
||||
auto prevRoad = prevTile->roadType;
|
||||
auto nextRoad = nextTile->roadType;
|
||||
@ -254,155 +271,93 @@ AudioPath HeroMovementController::getMovementSoundFor(const CGHeroInstance * her
|
||||
return nextTile->terType->horseSoundPenalty;
|
||||
};
|
||||
|
||||
void HeroMovementController::updateMovementSound(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType)
|
||||
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, prevCoord, nextCoord, path.nodes[i-1].action);
|
||||
AudioPath newSoundName = getMovementSoundFor(h, posPrev, nextCoord, moveType);
|
||||
|
||||
if(newSoundName != soundName)
|
||||
if(newSoundName != currentMovementSoundName)
|
||||
{
|
||||
soundName = newSoundName;
|
||||
currentMovementSoundName = newSoundName;
|
||||
|
||||
CCS->soundh->stopSound(soundChannel);
|
||||
if (!soundName.empty())
|
||||
soundChannel = CCS->soundh->playSound(soundName, -1);
|
||||
if (currentMovementSoundChannel != -1)
|
||||
CCS->soundh->stopSound(currentMovementSoundChannel);
|
||||
|
||||
if (!currentMovementSoundName.empty())
|
||||
currentMovementSoundChannel = CCS->soundh->playSound(currentMovementSoundName, -1, true);
|
||||
else
|
||||
soundChannel = -1;
|
||||
currentMovementSoundChannel = -1;
|
||||
}
|
||||
|
||||
|
||||
int soundChannel = -1;
|
||||
AudioPath soundName;
|
||||
}
|
||||
|
||||
void HeroMovementController::stopMovementSound()
|
||||
{
|
||||
CCS->soundh->stopSound(soundChannel);
|
||||
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::movementStartRequested(const CGHeroInstance * h, const CGPath & path)
|
||||
{
|
||||
setMovementStatus(true);
|
||||
assert(duringMovement == false);
|
||||
duringMovement = true;
|
||||
|
||||
auto getObj = [&](int3 coord, bool ignoreHero)
|
||||
{
|
||||
return LOCPLINT->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;
|
||||
CCS->curh->show();
|
||||
moveHeroOnce(h, path);
|
||||
}
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
|
||||
void HeroMovementController::moveHeroOnce(const CGHeroInstance * h, const CGPath & path)
|
||||
{
|
||||
if (CGTeleport::isConnected(currentObject, nextObjectTop))
|
||||
return nextObjectTop;
|
||||
assert(duringMovement == true);
|
||||
|
||||
if (nextObjectTop && nextObjectTop->ID == Obj::HERO && CGTeleport::isConnected(currentObject, nextObject))
|
||||
{
|
||||
return nextObject;
|
||||
}
|
||||
const auto & currNode = path.currNode();
|
||||
const auto & nextNode = path.nextNode();
|
||||
|
||||
return nullptr;
|
||||
};
|
||||
assert(nextNode.turns == 0);
|
||||
assert(currNode.coord == h->visitablePos());
|
||||
|
||||
auto doMovement = [&](int3 dst, bool transit)
|
||||
{
|
||||
movementState = EMoveState::WAITING_MOVE;
|
||||
LOCPLINT->cb->moveHero(h, dst, transit);
|
||||
while(movementState != EMoveState::STOP_MOVE && movementState != EMoveState::CONTINUE_MOVE)
|
||||
{
|
||||
assert(0);
|
||||
boost::this_thread::sleep_for(boost::chrono::milliseconds(1));
|
||||
}
|
||||
};
|
||||
int3 nextCoord = h->convertFromVisitablePos(nextNode.coord);
|
||||
|
||||
auto canStop = [&](const CGPathNode * node) -> bool
|
||||
{
|
||||
if (node->layer != EPathfindingLayer::LAND && node->layer != EPathfindingLayer::SAIL)
|
||||
return false;
|
||||
|
||||
if (node->accessible != EPathAccessibility::ACCESSIBLE)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
};
|
||||
|
||||
int i = 1;
|
||||
movementState = EMoveState::CONTINUE_MOVE;
|
||||
|
||||
for (i=(int)path.nodes.size()-1; i>0 && (movementState == EMoveState::CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
|
||||
{
|
||||
int3 prevCoord = h->convertFromVisitablePos(path.nodes[i].coord);
|
||||
int3 nextCoord = h->convertFromVisitablePos(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)
|
||||
if (nextNode.isTeleportAction())
|
||||
{
|
||||
stopMovementSound();
|
||||
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)
|
||||
LOCPLINT->cb->moveHero(h, nextCoord, false);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
destinationTeleport = ObjectInstanceID();
|
||||
destinationTeleportPos = int3(-1);
|
||||
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;
|
||||
LOCPLINT->cb->moveHero(h, nextCoord, useTransit);
|
||||
return;
|
||||
}
|
||||
|
||||
if(i != path.nodes.size() - 1)
|
||||
updateMovementSound(h, prevCoord, nextCoord, path.nodes[i-1].action);
|
||||
// bool guarded = LOCPLINT->cb->isInTheMap(LOCPLINT->cb->getGuardingCreaturePosition(nextCoord - int3(1, 0, 0)));
|
||||
// if ((!useTransit && guarded) || LOCPLINT->showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
|
||||
// break;
|
||||
|
||||
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)
|
||||
movementState = EMoveState::STOP_MOVE;
|
||||
break;
|
||||
}
|
||||
|
||||
updateMovementSound(h, prevCoord, nextCoord, path.nodes[i-1].action);
|
||||
|
||||
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(h->convertFromVisitablePos(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 = LOCPLINT->cb->isInTheMap(LOCPLINT->cb->getGuardingCreaturePosition(endpos - int3(1, 0, 0)));
|
||||
if ((!useTransit && guarded) || LOCPLINT->showingDialog->get() == true) // Abort movement if a guard was fought or there is a dialog to display (Mantis #1136)
|
||||
break;
|
||||
}
|
||||
stopMovementSound();
|
||||
|
||||
//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 (!LOCPLINT->showingDialog->get())
|
||||
GH.fakeMouseMove();
|
||||
|
||||
CGI->mh->waitForOngoingAnimations();
|
||||
setMovementStatus(false);
|
||||
// stopMovementSound();
|
||||
//
|
||||
// //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 (!LOCPLINT->showingDialog->get())
|
||||
// GH.fakeMouseMove();
|
||||
//
|
||||
// CGI->mh->waitForOngoingAnimations();
|
||||
// setMovementStatus(false);
|
||||
}
|
||||
|
@ -18,6 +18,7 @@ using TTeleportExitsList = std::vector<std::pair<ObjectInstanceID, int3>>;
|
||||
|
||||
class CGHeroInstance;
|
||||
class CArmedInstance;
|
||||
struct CGPathNode;
|
||||
|
||||
struct CGPath;
|
||||
struct TryMoveHero;
|
||||
@ -26,45 +27,45 @@ VCMI_LIB_NAMESPACE_END
|
||||
|
||||
class HeroMovementController
|
||||
{
|
||||
ObjectInstanceID destinationTeleport; //contain -1 or object id if teleportation
|
||||
int3 destinationTeleportPos;
|
||||
/// 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 duringMovement;
|
||||
AudioPath currentMovementSoundName;
|
||||
int currentMovementSoundChannel = -1;
|
||||
|
||||
/// return final node in a path, if exists
|
||||
std::optional<int3> getLastTile(const CGHeroInstance * h) const;
|
||||
/// return first path in a path, if exists
|
||||
std::optional<int3> getNextTile(const CGHeroInstance * h) const;
|
||||
|
||||
enum class EMoveState
|
||||
{
|
||||
STOP_MOVE,
|
||||
WAITING_MOVE,
|
||||
CONTINUE_MOVE,
|
||||
DURING_MOVE
|
||||
};
|
||||
|
||||
EMoveState movementState;
|
||||
|
||||
void setMovementStatus(bool value);
|
||||
bool canHeroStopAtNode(const CGPathNode & node) const;
|
||||
|
||||
void updatePath(const CGHeroInstance * hero, const TryMoveHero & details);
|
||||
|
||||
/// Moves hero 1 tile / path node
|
||||
void moveHeroOnce(const CGHeroInstance * h, const CGPath & path);
|
||||
|
||||
void endHeroMove(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:
|
||||
HeroMovementController();
|
||||
|
||||
public:
|
||||
// const queries
|
||||
bool isHeroMovingThroughGarrison(const CGHeroInstance * hero, const CArmedInstance * garrison) const;
|
||||
bool isHeroMoving() const;
|
||||
|
||||
// netpack handlers
|
||||
void onMoveHeroApplied();
|
||||
void onQueryReplyApplied();
|
||||
void onPlayerTurnStarted();
|
||||
void onBattleStarted();
|
||||
void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID);
|
||||
void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID);
|
||||
void heroMoved(const CGHeroInstance * hero, const TryMoveHero & details);
|
||||
|
||||
// UI handlers
|
||||
void movementStartRequested(const CGHeroInstance * h, const CGPath & path);
|
||||
void movementStopRequested();
|
||||
void movementAbortRequested();
|
||||
};
|
||||
|
@ -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)
|
||||
|
@ -76,11 +76,6 @@ public:
|
||||
void setPath(const CGHeroInstance * h, const CGPath & path);
|
||||
bool setPath(const CGHeroInstance * h, const int3 & destination);
|
||||
|
||||
/// return final node in a path, if exists
|
||||
std::optional<int3> getLastTile(const CGHeroInstance * h) const;
|
||||
/// return first path in a path, if exists
|
||||
std::optional<int3> getNextTile(const CGHeroInstance * h) const;
|
||||
|
||||
const CGPath & getPath(const CGHeroInstance * h) const;
|
||||
bool hasPath(const CGHeroInstance * h) const;
|
||||
|
||||
|
@ -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;
|
||||
|
@ -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
|
||||
};
|
||||
|
@ -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