BattleQueries.cpp 2.5 KB

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  1. /*
  2. * BattleQueries.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "BattleQueries.h"
  12. #include "MapQueries.h"
  13. #include "QueriesProcessor.h"
  14. #include "../CGameHandler.h"
  15. #include "../battles/BattleProcessor.h"
  16. #include "../../lib/battle/IBattleState.h"
  17. #include "../../lib/battle/SideInBattle.h"
  18. #include "../../lib/CPlayerState.h"
  19. #include "../../lib/mapObjects/CGObjectInstance.h"
  20. #include "../../lib/networkPacks/PacksForServer.h"
  21. #include "../../lib/serializer/Cast.h"
  22. void CBattleQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
  23. {
  24. assert(result);
  25. if(result)
  26. objectVisit.visitedObject->battleFinished(objectVisit.visitingHero, *result);
  27. }
  28. CBattleQuery::CBattleQuery(CGameHandler * owner, const IBattleInfo * bi):
  29. CQuery(owner),
  30. battleID(bi->getBattleID())
  31. {
  32. belligerents[0] = bi->getSideArmy(0);
  33. belligerents[1] = bi->getSideArmy(1);
  34. addPlayer(bi->getSidePlayer(0));
  35. addPlayer(bi->getSidePlayer(1));
  36. }
  37. CBattleQuery::CBattleQuery(CGameHandler * owner):
  38. CQuery(owner)
  39. {
  40. belligerents[0] = belligerents[1] = nullptr;
  41. }
  42. bool CBattleQuery::blocksPack(const CPack * pack) const
  43. {
  44. if(dynamic_ptr_cast<MakeAction>(pack) != nullptr)
  45. return false;
  46. if(dynamic_ptr_cast<GamePause>(pack) != nullptr)
  47. return false;
  48. return true;
  49. }
  50. void CBattleQuery::onRemoval(PlayerColor color)
  51. {
  52. assert(result);
  53. if(result)
  54. gh->battles->battleAfterLevelUp(battleID, *result);
  55. }
  56. void CBattleQuery::onExposure(QueryPtr topQuery)
  57. {
  58. // this method may be called in two cases:
  59. // 1) when requesting battle replay (but before replay starts -> no valid result)
  60. // 2) when aswering on levelup queries after accepting battle result -> valid result
  61. if(result)
  62. owner->popQuery(*this);
  63. }
  64. CBattleDialogQuery::CBattleDialogQuery(CGameHandler * owner, const IBattleInfo * bi):
  65. CDialogQuery(owner),
  66. bi(bi)
  67. {
  68. addPlayer(bi->getSidePlayer(0));
  69. addPlayer(bi->getSidePlayer(1));
  70. }
  71. void CBattleDialogQuery::onRemoval(PlayerColor color)
  72. {
  73. if (!gh->getPlayerState(color)->isHuman())
  74. return;
  75. assert(answer);
  76. if(*answer == 1)
  77. {
  78. gh->battles->restartBattlePrimary(
  79. bi->getBattleID(),
  80. bi->getSideArmy(0),
  81. bi->getSideArmy(1),
  82. bi->getLocation(),
  83. bi->getSideHero(0),
  84. bi->getSideHero(1),
  85. bi->isCreatureBank(),
  86. bi->getDefendedTown()
  87. );
  88. }
  89. else
  90. {
  91. gh->battles->endBattleConfirm(bi->getBattleID());
  92. }
  93. }