1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-11-27 22:49:25 +02:00

Initial refactoring to encapsulate adventure map

This commit is contained in:
Ivan Savenko
2023-04-20 22:03:28 +03:00
parent ee12685748
commit f1902ab247
13 changed files with 215 additions and 236 deletions

View File

@@ -15,7 +15,6 @@
#include "mapView/mapHandler.h"
#include "adventureMap/CList.h"
#include "adventureMap/CInfoBar.h"
#include "adventureMap/CMinimap.h"
#include "battle/BattleInterface.h"
#include "battle/BattleEffectsController.h"
#include "battle/BattleFieldController.h"
@@ -161,8 +160,7 @@ void HeroPathStorage::removeLastNode(const CGHeroInstance *h)
void HeroPathStorage::erasePath(const CGHeroInstance *h)
{
paths.erase(h);
adventureInt->updateMoveHero(h, false);
adventureInt->onHeroChanged(h);
}
void HeroPathStorage::verifyPath(const CGHeroInstance *h)
@@ -258,7 +256,6 @@ void CPlayerInterface::yourTurn()
LOCPLINT = this;
GH.curInt = this;
adventureInt->selection = nullptr;
NotificationHandler::notify("Your turn");
@@ -267,7 +264,7 @@ void CPlayerInterface::yourTurn()
if (firstCall)
{
if(CSH->howManyPlayerInterfaces() == 1)
adventureInt->setPlayer(playerID);
adventureInt->onCurrentPlayerChanged(playerID);
autosaveCount = getLastIndex(prefix + "Autosave_");
@@ -285,7 +282,7 @@ void CPlayerInterface::yourTurn()
autosaveCount %= 5;
}
adventureInt->setPlayer(playerID);
adventureInt->onCurrentPlayerChanged(playerID);
if (CSH->howManyPlayerInterfaces() > 1) //hot seat message
{
@@ -324,15 +321,15 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
if (!hero)
return;
adventureInt->infoBar->requestPopAll();
if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
{
if(hero->getRemovalSound() && hero->tempOwner == playerID)
CCS->soundh->playSound(hero->getRemovalSound().value());
}
adventureInt->minimap->updateTile(hero->convertToVisitablePos(details.start));
adventureInt->minimap->updateTile(hero->convertToVisitablePos(details.end));
adventureInt->onMapTileChanged(hero->convertToVisitablePos(details.start));
adventureInt->onMapTileChanged(hero->convertToVisitablePos(details.end));
bool directlyAttackingCreature = details.attackedFrom && paths.hasPath(hero) && paths.getPath(hero).endPos() == *details.attackedFrom;
@@ -375,16 +372,14 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
if(details.stopMovement()) //hero failed to move
{
stillMoveHero.setn(STOP_MOVE);
adventureInt->heroList->update(hero);
adventureInt->onHeroChanged(hero);
return;
}
adventureInt->heroList->redraw();
CGI->mh->waitForOngoingAnimations();
//move finished
adventureInt->heroList->update(hero);
adventureInt->onHeroChanged(hero);
//check if user cancelled movement
{
@@ -427,33 +422,8 @@ void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
LOG_TRACE_PARAMS(logGlobal, "Hero %s killed handler for player %s", hero->getNameTranslated() % playerID);
const CArmedInstance *newSelection = nullptr;
if (makingTurn)
{
//find new object for selection: either hero
int next = adventureInt->getNextHeroIndex(vstd::find_pos(wanderingHeroes, hero));
if (next >= 0)
newSelection = wanderingHeroes[next];
//or town
if (!newSelection || newSelection == hero)
{
if (towns.empty())
newSelection = nullptr;
else
newSelection = towns.front();
}
}
wanderingHeroes -= hero;
adventureInt->heroList->update(hero);
if (makingTurn && newSelection)
adventureInt->select(newSelection, true);
else if (adventureInt->selection == hero)
adventureInt->selection = nullptr;
adventureInt->onHeroChanged(hero);
paths.erasePath(hero);
}
@@ -471,7 +441,7 @@ void CPlayerInterface::heroCreated(const CGHeroInstance * hero)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
wanderingHeroes.push_back(hero);
adventureInt->heroList->update(hero);
adventureInt->onHeroChanged(hero);
}
void CPlayerInterface::openTownWindow(const CGTownInstance * town)
{
@@ -486,9 +456,7 @@ void CPlayerInterface::openTownWindow(const CGTownInstance * town)
void CPlayerInterface::activateForSpectator()
{
adventureInt->state = CAdvMapInt::INGAME;
adventureInt->activate();
adventureInt->minimap->activate();
}
void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
@@ -499,8 +467,8 @@ void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int
if (CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt().get()))
ctw->setExpToLevel();
}
else if (which < GameConstants::PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
updateInfo(hero);
else
adventureInt->onHeroChanged(hero);
}
void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val)
@@ -516,15 +484,15 @@ void CPlayerInterface::heroSecondarySkillChanged(const CGHeroInstance * hero, in
void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
updateInfo(hero);
adventureInt->onHeroChanged(hero);
if (makingTurn && hero->tempOwner == playerID)
adventureInt->heroList->update(hero);
adventureInt->onHeroChanged(hero);
}
void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (makingTurn && hero->tempOwner == playerID)
adventureInt->heroList->update(hero);
adventureInt->onHeroChanged(hero);
}
void CPlayerInterface::receivedResource()
{
@@ -560,7 +528,6 @@ void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander,
void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
updateInfo(town);
if (town->garrisonHero) //wandering hero moved to the garrison
{
@@ -573,8 +540,8 @@ void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
if (town->visitingHero->tempOwner == playerID && !vstd::contains(wanderingHeroes,town->visitingHero)) // our hero
wanderingHeroes.push_back(town->visitingHero);
}
adventureInt->heroList->update();
adventureInt->updateNextHero(nullptr);
adventureInt->onHeroChanged(nullptr);
adventureInt->onTownChanged(town);
if(castleInt)
{
@@ -627,7 +594,15 @@ void CPlayerInterface::garrisonsChanged(std::vector<const CGObjectInstance *> ob
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
for (auto object : objs)
updateInfo(object);
{
auto * hero = dynamic_cast<const CGHeroInstance*>(object);
auto * town = dynamic_cast<const CGTownInstance*>(object);
if (hero)
adventureInt->onHeroChanged(hero);
if (town)
adventureInt->onTownChanged(town);
}
for (auto & elem : GH.listInt)
{
@@ -653,15 +628,6 @@ void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
{
EVENT_HANDLER_CALLED_BY_CLIENT;
switch (buildingID)
{
case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
case BuildingID::RESOURCE_SILO:
updateInfo(town);
break;
}
if (castleInt)
{
castleInt->townlist->update(town);
@@ -680,7 +646,7 @@ void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID build
}
}
}
adventureInt->townList->update(town);
adventureInt->onTownChanged(town);
}
void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
@@ -709,7 +675,6 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
isAutoFightOn = true;
cb->registerBattleInterface(autofightingAI);
// Player shouldn't be able to move on adventure map if quick combat is going
adventureInt->quickCombatLock();
allowBattleReplay = true;
}
@@ -920,7 +885,6 @@ void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
// Otherwise NewTurn causes freeze.
waitWhileDialog();
adventureInt->quickCombatUnlock();
return;
}
}
@@ -928,7 +892,6 @@ void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
BATTLE_EVENT_POSSIBLE_RETURN;
battleInt->battleFinished(*br, queryID);
adventureInt->quickCombatUnlock();
}
void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
@@ -1070,7 +1033,7 @@ void CPlayerInterface::showInfoDialog(EInfoWindowMode type, const std::string &t
if(autoTryHover || type == EInfoWindowMode::INFO)
{
waitWhileDialog(); //Fix for mantis #98
adventureInt->infoBar->pushComponents(components, text, timer);
adventureInt->showInfoBoxMessage(components, text, timer);
if (makingTurn && GH.listInt.size() && LOCPLINT == this)
CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
@@ -1235,14 +1198,14 @@ void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &p
EVENT_HANDLER_CALLED_BY_CLIENT;
//FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
for (auto & po : pos)
adventureInt->minimap->updateTile(po);
adventureInt->onMapTileChanged(po);
}
void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
for (auto & po : pos)
adventureInt->minimap->updateTile(po);
adventureInt->onMapTileChanged(po);
}
void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
@@ -1286,7 +1249,7 @@ void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus
if (bonus.type == Bonus::NONE)
return;
updateInfo(hero);
adventureInt->onHeroChanged(hero);
if ((bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING) && !gain)
{
//recalculate paths because hero has lost bonus influencing pathfinding
@@ -1330,14 +1293,8 @@ void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
setMovementStatus(true);
if (adventureInt && adventureInt->isHeroSleeping(h))
{
adventureInt->sleepWake->clickLeft(true, false);
adventureInt->sleepWake->clickLeft(false, true);
//could've just called
//adventureInt->fsleepWake();
//but no authentic button click/sound ;-)
}
if (adventureInt)
adventureInt->onHeroWokeUp(h);
boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
}
@@ -1415,6 +1372,7 @@ void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanc
void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
//redraw minimap if owner changed
if (sop->what == ObjProperty::OWNER)
{
@@ -1424,17 +1382,19 @@ void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
for(auto & po : pos)
{
if(cb->isVisible(po))
adventureInt->minimap->updateTile(po);
adventureInt->onMapTileChanged(po);
}
if(obj->ID == Obj::TOWN)
{
auto town = static_cast<const CGTownInstance *>(obj);
if(obj->tempOwner == playerID)
towns.push_back(static_cast<const CGTownInstance *>(obj));
towns.push_back(town);
else
towns -= obj;
adventureInt->townList->update();
adventureInt->minimap->update();
adventureInt->onTownChanged(town);
adventureInt->onMapTilesChanged();
}
assert(cb->getTownsInfo().size() == towns.size());
}
@@ -1456,7 +1416,7 @@ void CPlayerInterface::initializeHeroTownList()
towns = cb->getTownsInfo();
if(adventureInt)
adventureInt->updateNextHero(nullptr);
adventureInt->onHeroChanged(nullptr);
}
void CPlayerInterface::showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level)
@@ -1545,7 +1505,7 @@ void CPlayerInterface::objectRemoved(const CGObjectInstance * obj)
void CPlayerInterface::objectRemovedAfter()
{
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->minimap->update();
adventureInt->onMapTilesChanged();
}
void CPlayerInterface::playerBlocked(int reason, bool start)
@@ -1558,8 +1518,7 @@ void CPlayerInterface::playerBlocked(int reason, bool start)
boost::unique_lock<boost::mutex> lock(eventsM); //TODO: copied from yourTurn, no idea if it's needed
LOCPLINT = this;
GH.curInt = this;
adventureInt->selection = nullptr;
adventureInt->setPlayer(playerID);
adventureInt->onCurrentPlayerChanged(playerID);
std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
std::vector<std::shared_ptr<CComponent>> cmp;
@@ -1810,21 +1769,6 @@ void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
showInfoDialog(CGI->generaltexth->allTexts[msgToShow]);
}
void CPlayerInterface::updateInfo(const CGObjectInstance * specific)
{
bool isHero = dynamic_cast<const CGHeroInstance *>(specific) != nullptr;
bool changedHero = dynamic_cast<const CGHeroInstance *>(specific) != adventureInt->curHero();
bool isTown = dynamic_cast<const CGTownInstance *>(specific) != nullptr;
bool update = (isHero && changedHero) || (isTown);
// If infobar is showing components and we request an update to hero
// do not force infobar tick here, it will prevents us to show components just picked up
if(adventureInt->infoBar->showingComponents() && !update)
return;
adventureInt->infoBar->showSelection();
}
void CPlayerInterface::battleNewRoundFirst( int round )
{
EVENT_HANDLER_CALLED_BY_CLIENT;
@@ -1933,14 +1877,14 @@ void CPlayerInterface::artifactPut(const ArtifactLocation &al)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
updateInfo(hero);
adventureInt->onHeroChanged(hero);
}
void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
updateInfo(hero);
adventureInt->onHeroChanged(hero);
for(auto isa : GH.listInt)
{
auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
@@ -1955,7 +1899,7 @@ void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const Artifact
{
EVENT_HANDLER_CALLED_BY_CLIENT;
auto hero = std::visit(HeroObjectRetriever(), dst.artHolder);
updateInfo(hero);
adventureInt->onHeroChanged(hero);
bool redraw = true;
// If a bulk transfer has arrived, then redrawing only the last art movement.
@@ -1984,7 +1928,7 @@ void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
updateInfo(hero);
adventureInt->onHeroChanged(hero);
for(auto isa : GH.listInt)
{
auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
@@ -1997,7 +1941,7 @@ void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
auto hero = std::visit(HeroObjectRetriever(), al.artHolder);
updateInfo(hero);
adventureInt->onHeroChanged(hero);
for(auto isa : GH.listInt)
{
auto artWin = dynamic_cast<CArtifactHolder*>(isa.get());
@@ -2016,8 +1960,6 @@ void CPlayerInterface::playerStartsTurn(PlayerColor player)
}
else
{
if (player == playerID)
adventureInt->infoBar->showSelection();
while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front().get())) //don't remove dialogs that expect query answer
GH.popInts(1);
}
@@ -2057,7 +1999,7 @@ CPlayerInterface::SpellbookLastSetting::SpellbookLastSetting()
bool CPlayerInterface::capturedAllEvents()
{
if (duringMovement)
if(duringMovement)
{
//just inform that we are capturing events. they will be processed by heroMoved() in client thread.
return true;
@@ -2065,7 +2007,7 @@ bool CPlayerInterface::capturedAllEvents()
bool needToLockAdventureMap = adventureInt && adventureInt->active && CGI->mh->hasOngoingAnimations();
if (ignoreEvents || needToLockAdventureMap)
if (ignoreEvents || needToLockAdventureMap || isAutoFightOn)
{
boost::unique_lock<boost::mutex> un(eventsM);
while(!SDLEventsQueue.empty())
@@ -2245,15 +2187,6 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
if (!showingDialog->get())
GH.fakeMouseMove();
//todo: this should be in main thread
if (adventureInt)
{
// (i == 0) means hero went through all the path
adventureInt->updateMoveHero(h, (i != 0));
adventureInt->updateNextHero(h);
}
CGI->mh->waitForOngoingAnimations();
setMovementStatus(false);
}