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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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-
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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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+
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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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+
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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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-
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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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-
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-void HeroMovementController::onQueryReplyApplied()
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-{
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- assert(movementState == EMoveState::DURING_MOVE);
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-
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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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-
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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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+
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+ const auto & heroPath = LOCPLINT->localState->getPath(hero);
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+ const auto & nextNode = heroPath.nextNode();
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- auto neededExit = std::make_pair(destinationTeleport, destinationTeleportPos);
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- assert(vstd::contains(exits, neededExit));
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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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- int choosenExit = vstd::find_pos(exits, neededExit);
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- LOCPLINT->cb->selectionMade(choosenExit, askID);
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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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+
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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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+
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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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+
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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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-
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- if (movementState == EMoveState::WAITING_MOVE)
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- movementState = EMoveState::DURING_MOVE;
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-
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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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+
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+ assert(hero);
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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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+ //check if user cancelled movement
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+ if (GH.input().ignoreEventsUntilInput())
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+ stoppingMovement = true;
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+
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+ if (duringMovement)
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+ {
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+ bool canMove = LOCPLINT->localState->hasPath(hero) && LOCPLINT->localState->getPath(hero).nextNode().turns == 0;
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+ bool wantStop = stoppingMovement;
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+ bool canStop = !canMove || canHeroStopAtNode(LOCPLINT->localState->getPath(hero).currNode());
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+
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+ if (!canMove)
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+ {
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+ endHeroMove(hero);
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+ }
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+ else if ( wantStop && canStop )
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+ {
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+ endHeroMove(hero);
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+ }
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+ else
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+ {
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+ moveHeroOnce(hero, LOCPLINT->localState->getPath(hero));
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+ }
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+ }
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+}
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+
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+void HeroMovementController::movementAbortRequested()
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+{
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+ if(duringMovement)
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+ endHeroMove(LOCPLINT->localState->getCurrentHero());
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+}
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+
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+void HeroMovementController::endHeroMove(const CGHeroInstance * hero)
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+{
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+ assert(duringMovement == true);
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+ duringMovement = false;
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+ stoppingMovement = false;
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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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@@ -241,8 +258,8 @@ AudioPath HeroMovementController::getMovementSoundFor(const CGHeroInstance * her
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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(hero->convertToVisitablePos(posPrev));
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- auto nextTile = LOCPLINT->cb->getTile(hero->convertToVisitablePos(posNext));
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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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@@ -254,155 +271,93 @@ AudioPath HeroMovementController::getMovementSoundFor(const CGHeroInstance * her
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return nextTile->terType->horseSoundPenalty;
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};
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-void HeroMovementController::updateMovementSound(const CGHeroInstance * hero, int3 posPrev, int3 posNext, EPathNodeAction moveType)
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+void HeroMovementController::updateMovementSound(const CGHeroInstance * h, int3 posPrev, int3 nextCoord, EPathNodeAction moveType)
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{
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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, prevCoord, nextCoord, path.nodes[i-1].action);
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+ AudioPath newSoundName = getMovementSoundFor(h, posPrev, nextCoord, moveType);
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- if(newSoundName != soundName)
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+ if(newSoundName != currentMovementSoundName)
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{
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- soundName = newSoundName;
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+ currentMovementSoundName = newSoundName;
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- CCS->soundh->stopSound(soundChannel);
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- if (!soundName.empty())
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- soundChannel = CCS->soundh->playSound(soundName, -1);
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+ if (currentMovementSoundChannel != -1)
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+ CCS->soundh->stopSound(currentMovementSoundChannel);
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+
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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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- soundChannel = -1;
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+ currentMovementSoundChannel = -1;
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}
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-
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-
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- int soundChannel = -1;
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- AudioPath soundName;
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}
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void HeroMovementController::stopMovementSound()
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{
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- CCS->soundh->stopSound(soundChannel);
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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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-void HeroMovementController::movementStartRequested(const CGHeroInstance * h, const CGPath & path)
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+bool HeroMovementController::canHeroStopAtNode(const CGPathNode & node) const
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{
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- setMovementStatus(true);
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-
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- auto getObj = [&](int3 coord, bool ignoreHero)
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- {
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- return LOCPLINT->cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
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- };
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-
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- auto isTeleportAction = [&](EPathNodeAction action) -> bool
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- {
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- if (action != EPathNodeAction::TELEPORT_NORMAL &&
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- action != EPathNodeAction::TELEPORT_BLOCKING_VISIT &&
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- action != EPathNodeAction::TELEPORT_BATTLE)
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- {
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- return false;
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- }
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-
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- return true;
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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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- auto getDestTeleportObj = [&](const CGObjectInstance * currentObject, const CGObjectInstance * nextObjectTop, const CGObjectInstance * nextObject) -> const CGObjectInstance *
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- {
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- if (CGTeleport::isConnected(currentObject, nextObjectTop))
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- return nextObjectTop;
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+ if (node.accessible != EPathAccessibility::ACCESSIBLE)
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+ return false;
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- if (nextObjectTop && nextObjectTop->ID == Obj::HERO && CGTeleport::isConnected(currentObject, nextObject))
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- {
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- return nextObject;
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- }
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+ return true;
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+}
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- return nullptr;
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- };
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+void HeroMovementController::movementStartRequested(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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- auto doMovement = [&](int3 dst, bool transit)
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- {
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- movementState = EMoveState::WAITING_MOVE;
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- LOCPLINT->cb->moveHero(h, dst, transit);
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- while(movementState != EMoveState::STOP_MOVE && movementState != EMoveState::CONTINUE_MOVE)
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- {
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- assert(0);
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- boost::this_thread::sleep_for(boost::chrono::milliseconds(1));
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- }
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- };
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+ CCS->curh->show();
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+ moveHeroOnce(h, path);
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+}
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- auto canStop = [&](const CGPathNode * node) -> bool
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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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+void HeroMovementController::moveHeroOnce(const CGHeroInstance * h, const CGPath & path)
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+{
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+ assert(duringMovement == true);
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- if (node->accessible != EPathAccessibility::ACCESSIBLE)
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- return false;
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+ const auto & currNode = path.currNode();
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+ const auto & nextNode = path.nextNode();
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- return true;
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- };
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+ assert(nextNode.turns == 0);
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+ assert(currNode.coord == h->visitablePos());
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- int i = 1;
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- movementState = EMoveState::CONTINUE_MOVE;
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+ int3 nextCoord = h->convertFromVisitablePos(nextNode.coord);
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- for (i=(int)path.nodes.size()-1; i>0 && (movementState == EMoveState::CONTINUE_MOVE || !canStop(&path.nodes[i])); i--)
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+ if (nextNode.isTeleportAction())
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{
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- int3 prevCoord = h->convertFromVisitablePos(path.nodes[i].coord);
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- int3 nextCoord = h->convertFromVisitablePos(path.nodes[i-1].coord);
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-
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- 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)
|
|
|
- {
|
|
|
- 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)
|
|
|
- {
|
|
|
- destinationTeleport = ObjectInstanceID();
|
|
|
- destinationTeleportPos = int3(-1);
|
|
|
- }
|
|
|
-
|
|
|
- if(i != path.nodes.size() - 1)
|
|
|
- updateMovementSound(h, prevCoord, nextCoord, path.nodes[i-1].action);
|
|
|
-
|
|
|
- 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());
|
|
|
+ stopMovementSound();
|
|
|
+ LOCPLINT->cb->moveHero(h, nextCoord, false);
|
|
|
+ return;
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ updateMovementSound(h, currNode.coord, nextNode.coord, nextNode.action);
|
|
|
|
|
|
- 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;
|
|
|
+ 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
|
|
|
|
|
|
- doMovement(endpos, useTransit);
|
|
|
+ logGlobal->trace("Requesting hero movement to %s", nextNode.coord.toString());
|
|
|
|
|
|
- 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;
|
|
|
+ bool useTransit = nextNode.layer == EPathfindingLayer::AIR;
|
|
|
+ LOCPLINT->cb->moveHero(h, nextCoord, useTransit);
|
|
|
+ return;
|
|
|
}
|
|
|
- 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();
|
|
|
+// 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;
|
|
|
|
|
|
- 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);
|
|
|
}
|