mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-30 08:57:00 +02:00
424 lines
13 KiB
C++
424 lines
13 KiB
C++
/*
|
|
* 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 "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 "media/ISoundPlayer.h"
|
|
|
|
#include "../CCallback.h"
|
|
|
|
#include "ConditionalWait.h"
|
|
#include "../lib/CConfigHandler.h"
|
|
#include "../lib/CRandomGenerator.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->tempOwner == LOCPLINT->playerID)
|
|
{
|
|
auto removalSound = hero->getRemovalSound(CRandomGenerator::getDefault());
|
|
if (removalSound)
|
|
CCS->soundh->playSound(removalSound.value());
|
|
}
|
|
}
|
|
|
|
bool directlyAttackingCreature =
|
|
details.attackedFrom.has_value() &&
|
|
LOCPLINT->localState->hasPath(hero) &&
|
|
LOCPLINT->localState->getPath(hero).lastNode().coord == details.attackedFrom;
|
|
|
|
std::unordered_set<int3> 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<CGHeroInstance *>(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<int3> 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);
|
|
}
|
|
}
|