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- #pragma once
- #include "../lib/GameConstants.h"
- #include "../lib/int3.h"
- #include "../lib/NetPacks.h"
- class CGObjectInstance;
- class CGHeroInstance;
- class CArmedInstance;
- class CGameHandler;
- class CObjectVisitQuery;
- class CQuery;
- typedef shared_ptr<CQuery> QueryPtr;
- // This class represents any kind of prolonged interaction that may need to do something special after it is over.
- // It does not necessarily has to be "query" requiring player action, it can be also used internally within server.
- // Examples:
- // - all kinds of blocking dialog windows
- // - battle
- // - object visit
- // - hero movement
- // Queries can cause another queries, forming a stack of queries for each player. Eg: hero movement -> object visit -> dialog.
- class CQuery
- {
- protected:
- void addPlayer(PlayerColor color);
- public:
- std::vector<PlayerColor> players; //players that are affected (often "blocked") by query
- QueryID queryID;
- CQuery(void);
- virtual bool blocksPack(const CPack *pack) const; //query can block attempting actions by player. Eg. he can't move hero during the battle.
- virtual bool endsByPlayerAnswer() const; //query is removed after player gives answer (like dialogs)
- virtual void onAdding(CGameHandler *gh, PlayerColor color); //called just before query is pushed on stack
- virtual void onRemoval(CGameHandler *gh, PlayerColor color); //called after query is removed from stack
- virtual void onExposure(CGameHandler *gh, QueryPtr topQuery);//called when query immediately above is removed and this is exposed (becomes top)
- virtual std::string toString() const;
- virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const;
- virtual ~CQuery(void);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & players & queryID;
- }
- };
- std::ostream &operator<<(std::ostream &out, const CQuery &query);
- std::ostream &operator<<(std::ostream &out, QueryPtr query);
- //Created when hero visits object.
- //Removed when query above is resolved (or immediately after visit if no queries were created)
- class CObjectVisitQuery : public CQuery
- {
- public:
- const CGObjectInstance *visitedObject;
- const CGHeroInstance *visitingHero;
- int3 tile; //may be different than hero pos -> eg. visit via teleport
- bool removeObjectAfterVisit;
- CObjectVisitQuery(const CGObjectInstance *Obj, const CGHeroInstance *Hero, int3 Tile);
- virtual bool blocksPack(const CPack *pack) const override;
- virtual void onRemoval(CGameHandler *gh, PlayerColor color) override;
- virtual void onExposure(CGameHandler *gh, QueryPtr topQuery) override;
- };
- class CBattleQuery : public CQuery
- {
- public:
- std::array<const CArmedInstance *,2> belligerents;
- const BattleInfo *bi;
- boost::optional<BattleResult> result;
- CBattleQuery();
- CBattleQuery(const BattleInfo *Bi); //TODO
- virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
- virtual bool blocksPack(const CPack *pack) const override;
- virtual void onRemoval(CGameHandler *gh, PlayerColor color) override;
- };
- //Created when hero attempts move and something happens
- //(not necessarily position change, could be just an object interaction).
- class CHeroMovementQuery : public CQuery
- {
- public:
- TryMoveHero tmh;
- bool visitDestAfterVictory; //if hero moved to guarded tile and it should be visited once guard is defeated
- const CGHeroInstance *hero;
- virtual void onExposure(CGameHandler *gh, QueryPtr topQuery);
- CHeroMovementQuery(const TryMoveHero &Tmh, const CGHeroInstance *Hero, bool VisitDestAfterVictory = false);
- virtual void onAdding(CGameHandler *gh, PlayerColor color) override;
- virtual void onRemoval(CGameHandler *gh, PlayerColor color) override;
- };
- class CDialogQuery : public CQuery
- {
- public:
- boost::optional<ui32> answer;
- virtual bool endsByPlayerAnswer() const override;
- virtual bool blocksPack(const CPack *pack) const override;
- };
- class CGarrisonDialogQuery : public CDialogQuery //used also for hero exchange dialogs
- {
- public:
- std::array<const CArmedInstance *,2> exchangingArmies;
- CGarrisonDialogQuery(const CArmedInstance *up, const CArmedInstance *down);
- virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
- virtual bool blocksPack(const CPack *pack) const override;
- };
- //yes/no and component selection dialogs
- class CBlockingDialogQuery : public CDialogQuery
- {
- public:
- BlockingDialog bd; //copy of pack... debug purposes
- CBlockingDialogQuery(const BlockingDialog &bd);
- virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
- };
- class CTeleportDialogQuery : public CDialogQuery
- {
- public:
- TeleportDialog td; //copy of pack... debug purposes
- CTeleportDialogQuery(const TeleportDialog &td);
- virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
- };
- class CHeroLevelUpDialogQuery : public CDialogQuery
- {
- public:
- CHeroLevelUpDialogQuery(const HeroLevelUp &Hlu);
- virtual void onRemoval(CGameHandler *gh, PlayerColor color) override;
- virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
- HeroLevelUp hlu;
- };
- class CCommanderLevelUpDialogQuery : public CDialogQuery
- {
- public:
- CCommanderLevelUpDialogQuery(const CommanderLevelUp &Clu);
- virtual void onRemoval(CGameHandler *gh, PlayerColor color) override;
- virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
- CommanderLevelUp clu;
- };
- struct Queries
- {
- private:
- void addQuery(PlayerColor player, QueryPtr query);
- void popQuery(PlayerColor player, QueryPtr query);
- std::map<PlayerColor, std::vector<QueryPtr>> queries; //player => stack of queries
- public:
- CGameHandler *gh;
- static boost::mutex mx;
- void addQuery(QueryPtr query);
- void popQuery(const CQuery &query);
- void popQuery(QueryPtr query);
- void popIfTop(const CQuery &query); //removes this query if it is at the top (otherwise, do nothing)
- void popIfTop(QueryPtr query); //removes this query if it is at the top (otherwise, do nothing)
- QueryPtr topQuery(PlayerColor player);
- std::vector<shared_ptr<const CQuery>> allQueries() const;
- std::vector<shared_ptr<CQuery>> allQueries();
- //void removeQuery
- };
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