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- /*
- * CPlayerInterface.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 "../lib/pathfinder/CGPathNode.h"
- #include "../lib/mapObjects/CGHeroInstance.h"
- #include "../lib/mapObjects/MiscObjects.h"
- #include "../lib/RoadHandler.h"
- #include "../lib/TerrainHandler.h"
- #include "../lib/NetPacks.h"
- #include "../lib/CondSh.h"
- std::optional<int3> HeroMovementController::getLastTile(const CGHeroInstance * hero) const
- {
- if (!LOCPLINT->localState->hasPath(hero))
- return std::nullopt;
- return LOCPLINT->localState->getPath(hero).endPos();
- }
- std::optional<int3> HeroMovementController::getNextTile(const CGHeroInstance * hero) const
- {
- if (!LOCPLINT->localState->hasPath(hero))
- return std::nullopt;
- return LOCPLINT->localState->getPath(hero).nextNode().coord;
- }
- bool HeroMovementController::isHeroMovingThroughGarrison(const CGHeroInstance * hero, const CArmedInstance * garrison) const
- {
- assert(LOCPLINT->localState->hasPath(hero));
- assert(duringMovement);
- if (!LOCPLINT->localState->hasPath(hero))
- return false;
- if (garrison->visitableAt(*getLastTile(hero)))
- 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;
- }
- 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
- movementAbortRequested();
- }
- void HeroMovementController::showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID)
- {
- if (!LOCPLINT->localState->hasPath(hero))
- {
- assert(exits.size() == 1); // select random? Let server select?
- LOCPLINT->cb->selectionMade(0, askID);
- return;
- }
- const auto & heroPath = LOCPLINT->localState->getPath(hero);
- const auto & nextNode = heroPath.nextNode();
- for (size_t i = 0; i < exits.size(); ++i)
- {
- const auto * teleporter = LOCPLINT->cb->getObj(exits[i].first);
- if (teleporter && teleporter->visitableAt(nextNode.coord))
- {
- LOCPLINT->cb->selectionMade(i, askID);
- return;
- }
- }
- assert(0); // exit not found? How? select random? Let server select?
- LOCPLINT->cb->selectionMade(0, askID);
- return;
- }
- void HeroMovementController::updatePath(const CGHeroInstance * hero, const TryMoveHero & details)
- {
- if (hero->tempOwner != LOCPLINT->playerID)
- return;
- if (!LOCPLINT->localState->hasPath(hero))
- return; // may happen when hero teleports
- assert(LOCPLINT->makingTurn);
- assert(getNextTile(hero).has_value());
- bool directlyAttackingCreature = details.attackedFrom.has_value() && getLastTile(hero) == details.attackedFrom;
- auto desiredTarget = getNextTile(hero);
- auto actualTarget = hero->convertToVisitablePos(details.end);
- //don't erase path when revisiting with spacebar
- bool heroChangedTile = details.start != details.end;
- if (desiredTarget && 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::heroMoved(const CGHeroInstance * hero, const TryMoveHero & details)
- {
- //assert(duringMovement == true); // May be false if hero teleported
- if (details.result == TryMoveHero::EMBARK || details.result == TryMoveHero::DISEMBARK)
- {
- if(hero->getRemovalSound() && hero->tempOwner == LOCPLINT->playerID)
- CCS->soundh->playSound(hero->getRemovalSound().value());
- }
- 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()) //hero failed to move
- {
- if (duringMovement)
- endHeroMove(hero);
- return;
- }
- CGI->mh->waitForOngoingAnimations();
- //move finished
- adventureInt->onHeroChanged(hero);
- // // Hero attacked creature directly, 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: Avoid const_cast, make moveDir mutable in some other way?
- // const_cast<CGHeroInstance *>(hero)->moveDir = dirLookup[posOffset.y][posOffset.x];
- // }
- }
- void HeroMovementController::onMoveHeroApplied()
- {
- auto const * hero = LOCPLINT->localState->getCurrentHero();
- assert(hero);
- //check if user cancelled movement
- if (GH.input().ignoreEventsUntilInput())
- stoppingMovement = true;
- if (duringMovement)
- {
- bool canMove = LOCPLINT->localState->hasPath(hero) && LOCPLINT->localState->getPath(hero).nextNode().turns == 0;
- bool wantStop = stoppingMovement;
- bool canStop = !canMove || canHeroStopAtNode(LOCPLINT->localState->getPath(hero).currNode());
- if (!canMove)
- {
- endHeroMove(hero);
- }
- else if ( wantStop && canStop )
- {
- endHeroMove(hero);
- }
- else
- {
- moveHeroOnce(hero, LOCPLINT->localState->getPath(hero));
- }
- }
- }
- void HeroMovementController::movementAbortRequested()
- {
- if(duringMovement)
- endHeroMove(LOCPLINT->localState->getCurrentHero());
- }
- void HeroMovementController::endHeroMove(const CGHeroInstance * hero)
- {
- assert(duringMovement == true);
- duringMovement = false;
- stoppingMovement = false;
- 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()
- {
- 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::movementStartRequested(const CGHeroInstance * h, const CGPath & path)
- {
- assert(duringMovement == false);
- duringMovement = true;
- CCS->curh->show();
- moveHeroOnce(h, path);
- }
- void HeroMovementController::moveHeroOnce(const CGHeroInstance * h, const CGPath & path)
- {
- assert(duringMovement == true);
- const auto & currNode = path.currNode();
- const auto & nextNode = path.nextNode();
- assert(nextNode.turns == 0);
- assert(currNode.coord == h->visitablePos());
- int3 nextCoord = h->convertFromVisitablePos(nextNode.coord);
- if (nextNode.isTeleportAction())
- {
- stopMovementSound();
- LOCPLINT->cb->moveHero(h, nextCoord, false);
- return;
- }
- else
- {
- 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;
- LOCPLINT->cb->moveHero(h, nextCoord, useTransit);
- return;
- }
- // 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;
- // 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);
- }
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