/* * HeroMovementController.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "HeroMovementController.h" #include "CGameInfo.h" #include "CMusicHandler.h" #include "CPlayerInterface.h" #include "PlayerLocalState.h" #include "adventureMap/AdventureMapInterface.h" #include "eventsSDL/InputHandler.h" #include "gui/CGuiHandler.h" #include "gui/CursorHandler.h" #include "mapView/mapHandler.h" #include "../CCallback.h" #include "ConditionalWait.h" #include "../lib/pathfinder/CGPathNode.h" #include "../lib/mapObjects/CGHeroInstance.h" #include "../lib/networkPacks/PacksForClient.h" #include "../lib/RoadHandler.h" #include "../lib/TerrainHandler.h" bool HeroMovementController::isHeroMovingThroughGarrison(const CGHeroInstance * hero, const CArmedInstance * garrison) const { if(!duringMovement) return false; if(!LOCPLINT->localState->hasPath(hero)) return false; if(garrison->visitableAt(LOCPLINT->localState->getPath(hero).lastNode().coord)) return false; // hero want to enter garrison, not pass through it return true; } bool HeroMovementController::isHeroMoving() const { return duringMovement; } void HeroMovementController::onPlayerTurnStarted() { assert(duringMovement == false); assert(stoppingMovement == false); duringMovement = false; currentlyMovingHero = nullptr; } void HeroMovementController::onBattleStarted() { // when battle starts, game will send battleStart pack *before* movement confirmation // and since network thread wait for battle intro to play, movement confirmation will only happen after intro // leading to several bugs, such as blocked input during intro requestMovementAbort(); } void HeroMovementController::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) { if (impassable || exits.empty()) //FIXME: why we even have this dialog in such case? { LOCPLINT->cb->selectionMade(-1, askID); return; } // Player entered teleporter // Check whether hero that has entered teleporter has paths that goes through teleporter and select appropriate exit // othervice, ask server to select one randomly by sending invalid (-1) value as answer assert(waitingForQueryApplyReply == false); waitingForQueryApplyReply = true; if(!LOCPLINT->localState->hasPath(hero)) { // Hero enters teleporter without specifying exit - select it randomly LOCPLINT->cb->selectionMade(-1, askID); return; } const auto & heroPath = LOCPLINT->localState->getPath(hero); const auto & nextNode = heroPath.nextNode(); for(size_t i = 0; i < exits.size(); ++i) { if(exits[i].second == nextNode.coord) { // Remove this node from path - it will be covered by teleportation //LOCPLINT->localState->removeLastNode(hero); LOCPLINT->cb->selectionMade(i, askID); return; } } // may happen when hero has path but does not moves alongside it // for example, while standing on teleporter set path that does not leads throught teleporter and press space LOCPLINT->cb->selectionMade(-1, askID); return; } void HeroMovementController::updatePath(const CGHeroInstance * hero, const TryMoveHero & details) { // Once hero moved (or attempted to move) we need to update path // to make sure that it is still valid or remove it completely if destination has been reached if(hero->tempOwner != LOCPLINT->playerID) return; if(!LOCPLINT->localState->hasPath(hero)) return; // may happen when hero teleports assert(LOCPLINT->makingTurn); bool directlyAttackingCreature = details.attackedFrom.has_value() && LOCPLINT->localState->getPath(hero).lastNode().coord == details.attackedFrom; int3 desiredTarget = LOCPLINT->localState->getPath(hero).nextNode().coord; int3 actualTarget = hero->convertToVisitablePos(details.end); //don't erase path when revisiting with spacebar bool heroChangedTile = details.start != details.end; if(heroChangedTile) { if(desiredTarget != actualTarget) { //invalidate path - movement was not along current path //possible reasons: teleport, visit of object with "blocking visit" property LOCPLINT->localState->erasePath(hero); } else { //movement along desired path - remove one node and keep rest of path LOCPLINT->localState->removeLastNode(hero); } if(directlyAttackingCreature) LOCPLINT->localState->erasePath(hero); } } void HeroMovementController::onTryMoveHero(const CGHeroInstance * hero, const TryMoveHero & details) { // Server initiated movement -> start movement animation // Note that this movement is not necessarily of owned heroes - other players movement will also pass through this method if(details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK) { if(hero->getRemovalSound() && hero->tempOwner == LOCPLINT->playerID) CCS->soundh->playSound(hero->getRemovalSound().value()); } bool directlyAttackingCreature = details.attackedFrom.has_value() && LOCPLINT->localState->hasPath(hero) && LOCPLINT->localState->getPath(hero).lastNode().coord == details.attackedFrom; std::unordered_set changedTiles { hero->convertToVisitablePos(details.start), hero->convertToVisitablePos(details.end) }; adventureInt->onMapTilesChanged(changedTiles); adventureInt->onHeroMovementStarted(hero); updatePath(hero, details); if(details.stopMovement()) { if(duringMovement) endMove(hero); return; } // We are in network thread // Block netpack processing until movement animation is over CGI->mh->waitForOngoingAnimations(); //move finished adventureInt->onHeroChanged(hero); // Hero attacked creature, set direction to face it. if(directlyAttackingCreature) { // Get direction to attacker. int3 posOffset = *details.attackedFrom - details.end + int3(2, 1, 0); static const ui8 dirLookup[3][3] = { { 1, 2, 3 }, { 8, 0, 4 }, { 7, 6, 5 } }; //FIXME: better handling of this case without const_cast const_cast(hero)->moveDir = dirLookup[posOffset.y][posOffset.x]; } } void HeroMovementController::onQueryReplyApplied() { if (!waitingForQueryApplyReply) return; waitingForQueryApplyReply = false; // Server accepted our TeleportDialog query reply and moved hero // Continue moving alongside our path, if any if(duringMovement) onMoveHeroApplied(); } void HeroMovementController::onMoveHeroApplied() { // at this point, server have finished processing of hero movement request // as well as all side effectes from movement, such as object visit or combat start // this was request to move alongside path from player, but either another player or teleport action if(!duringMovement) return; // hero has moved onto teleporter and activated it // in this case next movement should be done only after query reply has been acknowledged // and hero has been moved to teleport destination if(waitingForQueryApplyReply) return; if(GH.input().ignoreEventsUntilInput()) stoppingMovement = true; assert(currentlyMovingHero); const auto * hero = currentlyMovingHero; bool canMove = LOCPLINT->localState->hasPath(hero) && LOCPLINT->localState->getPath(hero).nextNode().turns == 0 && !LOCPLINT->showingDialog->isBusy(); bool wantStop = stoppingMovement; bool canStop = !canMove || canHeroStopAtNode(LOCPLINT->localState->getPath(hero).currNode()); if(!canMove || (wantStop && canStop)) { endMove(hero); } else { sendMovementRequest(hero, LOCPLINT->localState->getPath(hero)); } } void HeroMovementController::requestMovementAbort() { if(duringMovement) endMove(currentlyMovingHero); } void HeroMovementController::endMove(const CGHeroInstance * hero) { assert(duringMovement == true); assert(currentlyMovingHero != nullptr); duringMovement = false; stoppingMovement = false; currentlyMovingHero = nullptr; stopMovementSound(); adventureInt->onHeroChanged(hero); CCS->curh->show(); } AudioPath HeroMovementController::getMovementSoundFor(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType) { if(moveType == EPathNodeAction::TELEPORT_BATTLE || moveType == EPathNodeAction::TELEPORT_BLOCKING_VISIT || moveType == EPathNodeAction::TELEPORT_NORMAL) return {}; if(moveType == EPathNodeAction::EMBARK || moveType == EPathNodeAction::DISEMBARK) return {}; if(moveType == EPathNodeAction::BLOCKING_VISIT) return {}; // flying movement sound if(hero->hasBonusOfType(BonusType::FLYING_MOVEMENT)) return AudioPath::builtin("HORSE10.wav"); auto prevTile = LOCPLINT->cb->getTile(posPrev); auto nextTile = LOCPLINT->cb->getTile(posNext); auto prevRoad = prevTile->roadType; auto nextRoad = nextTile->roadType; bool movingOnRoad = prevRoad->getId() != Road::NO_ROAD && nextRoad->getId() != Road::NO_ROAD; if(movingOnRoad) return nextTile->terType->horseSound; else return nextTile->terType->horseSoundPenalty; }; void HeroMovementController::updateMovementSound(const CGHeroInstance * h, int3 posPrev, int3 nextCoord, EPathNodeAction moveType) { // Start a new sound for the hero movement or let the existing one carry on. AudioPath newSoundName = getMovementSoundFor(h, posPrev, nextCoord, moveType); if(newSoundName != currentMovementSoundName) { currentMovementSoundName = newSoundName; if(currentMovementSoundChannel != -1) CCS->soundh->stopSound(currentMovementSoundChannel); if(!currentMovementSoundName.empty()) currentMovementSoundChannel = CCS->soundh->playSound(currentMovementSoundName, -1, true); else currentMovementSoundChannel = -1; } } void HeroMovementController::stopMovementSound() { if(currentMovementSoundChannel != -1) CCS->soundh->stopSound(currentMovementSoundChannel); currentMovementSoundChannel = -1; currentMovementSoundName = AudioPath(); } bool HeroMovementController::canHeroStopAtNode(const CGPathNode & node) const { if(node.layer != EPathfindingLayer::LAND && node.layer != EPathfindingLayer::SAIL) return false; if(node.accessible != EPathAccessibility::ACCESSIBLE) return false; return true; } void HeroMovementController::requestMovementStart(const CGHeroInstance * h, const CGPath & path) { assert(duringMovement == false); duringMovement = true; currentlyMovingHero = h; CCS->curh->hide(); sendMovementRequest(h, path); } void HeroMovementController::sendMovementRequest(const CGHeroInstance * h, const CGPath & path) { assert(duringMovement == true); int heroMovementSpeed = settings["adventure"]["heroMoveTime"].Integer(); bool useMovementBatching = heroMovementSpeed == 0; const auto & currNode = path.currNode(); const auto & nextNode = path.nextNode(); assert(nextNode.turns == 0); assert(currNode.coord == h->visitablePos()); if(nextNode.isTeleportAction()) { stopMovementSound(); logGlobal->trace("Requesting hero teleportation to %s", nextNode.coord.toString()); LOCPLINT->cb->moveHero(h, h->pos, false); return; } if (!useMovementBatching) { updateMovementSound(h, currNode.coord, nextNode.coord, nextNode.action); assert(h->pos.z == nextNode.coord.z); // Z should change only if it's movement via teleporter and in this case this code shouldn't be executed at all logGlobal->trace("Requesting hero movement to %s", nextNode.coord.toString()); bool useTransit = nextNode.layer == EPathfindingLayer::AIR || nextNode.layer == EPathfindingLayer::WATER; int3 nextCoord = h->convertFromVisitablePos(nextNode.coord); LOCPLINT->cb->moveHero(h, nextCoord, useTransit); return; } bool useTransitAtStart = path.nextNode().layer == EPathfindingLayer::AIR || path.nextNode().layer == EPathfindingLayer::WATER; std::vector pathToMove; for (auto const & node : boost::adaptors::reverse(path.nodes)) { if (node.coord == h->visitablePos()) continue; // first node, ignore - this is hero current position if(node.isTeleportAction()) break; // pause after monolith / subterra gates if (node.turns != 0) break; // ran out of move points bool useTransitHere = node.layer == EPathfindingLayer::AIR || node.layer == EPathfindingLayer::WATER; if (useTransitHere != useTransitAtStart) break; int3 coord = h->convertFromVisitablePos(node.coord); pathToMove.push_back(coord); if (LOCPLINT->cb->guardingCreaturePosition(node.coord) != int3(-1, -1, -1)) break; // we reached zone-of-control of wandering monster if (!LOCPLINT->cb->getVisitableObjs(node.coord).empty()) break; // we reached event, garrison or some other visitable object - end this movement batch } assert(!pathToMove.empty()); if (!pathToMove.empty()) { updateMovementSound(h, currNode.coord, nextNode.coord, nextNode.action); LOCPLINT->cb->moveHero(h, pathToMove, useTransitAtStart); } }