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424 lines
13 KiB
C++
424 lines
13 KiB
C++
/*
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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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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "HeroMovementController.h"
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#include "CGameInfo.h"
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#include "CPlayerInterface.h"
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#include "PlayerLocalState.h"
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#include "adventureMap/AdventureMapInterface.h"
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#include "eventsSDL/InputHandler.h"
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#include "gui/CGuiHandler.h"
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#include "gui/CursorHandler.h"
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#include "mapView/mapHandler.h"
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#include "media/ISoundPlayer.h"
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#include "../CCallback.h"
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#include "ConditionalWait.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/CRandomGenerator.h"
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#include "../lib/pathfinder/CGPathNode.h"
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#include "../lib/mapObjects/CGHeroInstance.h"
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#include "../lib/networkPacks/PacksForClient.h"
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#include "../lib/RoadHandler.h"
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#include "../lib/TerrainHandler.h"
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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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return false;
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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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}
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bool HeroMovementController::isHeroMoving() const
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{
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return duringMovement;
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}
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void HeroMovementController::onPlayerTurnStarted()
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{
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assert(duringMovement == false);
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assert(stoppingMovement == false);
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duringMovement = false;
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currentlyMovingHero = nullptr;
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}
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void HeroMovementController::onBattleStarted()
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{
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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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requestMovementAbort();
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}
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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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if (impassable || exits.empty()) //FIXME: why we even have this dialog in such case?
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{
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LOCPLINT->cb->selectionMade(-1, askID);
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return;
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}
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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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{
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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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return;
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}
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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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{
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if(exits[i].second == 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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}
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// may happen when hero has path but does not moves alongside it
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// for example, while standing on teleporter set path that does not leads throught teleporter and press space
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LOCPLINT->cb->selectionMade(-1, 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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{
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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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return; // may happen when hero teleports
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assert(LOCPLINT->makingTurn);
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bool directlyAttackingCreature = details.attackedFrom.has_value() && LOCPLINT->localState->getPath(hero).lastNode().coord == details.attackedFrom;
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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(heroChangedTile)
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{
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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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LOCPLINT->localState->erasePath(hero);
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}
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else
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{
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//movement along desired path - remove one node and keep rest of path
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LOCPLINT->localState->removeLastNode(hero);
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}
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if(directlyAttackingCreature)
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LOCPLINT->localState->erasePath(hero);
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}
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}
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void HeroMovementController::onTryMoveHero(const CGHeroInstance * hero, const TryMoveHero & details)
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{
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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->tempOwner == LOCPLINT->playerID)
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{
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auto removalSound = hero->getRemovalSound(CRandomGenerator::getDefault());
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if (removalSound)
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CCS->soundh->playSound(removalSound.value());
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}
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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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};
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adventureInt->onMapTilesChanged(changedTiles);
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adventureInt->onHeroMovementStarted(hero);
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updatePath(hero, details);
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if(details.stopMovement())
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{
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if(duringMovement)
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endMove(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, 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 (!waitingForQueryApplyReply)
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return;
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waitingForQueryApplyReply = false;
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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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if(duringMovement)
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onMoveHeroApplied();
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}
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void HeroMovementController::onMoveHeroApplied()
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{
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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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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 && !LOCPLINT->showingDialog->isBusy();
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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 || (wantStop && canStop))
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{
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endMove(hero);
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}
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else
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{
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sendMovementRequest(hero, LOCPLINT->localState->getPath(hero));
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}
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}
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void HeroMovementController::requestMovementAbort()
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{
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if(duringMovement)
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endMove(currentlyMovingHero);
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}
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void HeroMovementController::endMove(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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stopMovementSound();
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adventureInt->onHeroChanged(hero);
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CCS->curh->show();
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}
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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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return {};
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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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return {};
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// flying movement sound
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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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auto nextTile = LOCPLINT->cb->getTile(posNext);
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auto prevRoad = prevTile->roadType;
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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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return nextTile->terType->horseSound;
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else
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return nextTile->terType->horseSoundPenalty;
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};
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void HeroMovementController::updateMovementSound(const CGHeroInstance * h, int3 posPrev, int3 nextCoord, EPathNodeAction moveType)
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{
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// Start a new sound for the hero movement or let the existing one carry on.
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AudioPath newSoundName = getMovementSoundFor(h, posPrev, nextCoord, moveType);
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if(newSoundName != currentMovementSoundName)
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{
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currentMovementSoundName = newSoundName;
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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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currentMovementSoundChannel = CCS->soundh->playSound(currentMovementSoundName, -1, true);
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else
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currentMovementSoundChannel = -1;
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}
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}
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void HeroMovementController::stopMovementSound()
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{
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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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return false;
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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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}
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void HeroMovementController::requestMovementStart(const CGHeroInstance * h, const CGPath & path)
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{
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assert(duringMovement == false);
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duringMovement = true;
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currentlyMovingHero = h;
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CCS->curh->hide();
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sendMovementRequest(h, path);
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}
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void HeroMovementController::sendMovementRequest(const CGHeroInstance * h, const CGPath & path)
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{
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assert(duringMovement == true);
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int heroMovementSpeed = settings["adventure"]["heroMoveTime"].Integer();
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bool useMovementBatching = heroMovementSpeed == 0;
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const auto & currNode = path.currNode();
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const auto & nextNode = path.nextNode();
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assert(nextNode.turns == 0);
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assert(currNode.coord == h->visitablePos());
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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, h->pos, false);
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return;
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}
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if (!useMovementBatching)
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{
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updateMovementSound(h, currNode.coord, nextNode.coord, nextNode.action);
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assert(h->anchorPos().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
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logGlobal->trace("Requesting hero movement to %s", nextNode.coord.toString());
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bool useTransit = nextNode.layer == EPathfindingLayer::AIR || nextNode.layer == EPathfindingLayer::WATER;
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int3 nextCoord = h->convertFromVisitablePos(nextNode.coord);
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LOCPLINT->cb->moveHero(h, nextCoord, useTransit);
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return;
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}
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bool useTransitAtStart = path.nextNode().layer == EPathfindingLayer::AIR || path.nextNode().layer == EPathfindingLayer::WATER;
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std::vector<int3> pathToMove;
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for (auto const & node : boost::adaptors::reverse(path.nodes))
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{
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if (node.coord == h->visitablePos())
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continue; // first node, ignore - this is hero current position
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if(node.isTeleportAction())
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break; // pause after monolith / subterra gates
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if (node.turns != 0)
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break; // ran out of move points
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bool useTransitHere = node.layer == EPathfindingLayer::AIR || node.layer == EPathfindingLayer::WATER;
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if (useTransitHere != useTransitAtStart)
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break;
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int3 coord = h->convertFromVisitablePos(node.coord);
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pathToMove.push_back(coord);
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if (LOCPLINT->cb->guardingCreaturePosition(node.coord) != int3(-1, -1, -1))
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break; // we reached zone-of-control of wandering monster
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if (!LOCPLINT->cb->getVisitableObjs(node.coord).empty())
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break; // we reached event, garrison or some other visitable object - end this movement batch
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}
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assert(!pathToMove.empty());
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if (!pathToMove.empty())
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{
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updateMovementSound(h, currNode.coord, nextNode.coord, nextNode.action);
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LOCPLINT->cb->moveHero(h, pathToMove, useTransitAtStart);
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}
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}
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