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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 "ConditionalWait.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->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);
- }
- }
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