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							- /*
 
-  * 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 "../lib/CondSh.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)
 
- 	{
 
- 		const auto * teleporter = LOCPLINT->cb->getObj(exits[i].first);
 
- 		if(teleporter && teleporter->visitableAt(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<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->get();
 
- 	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);
 
- 	}
 
- }
 
 
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