| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253 | /* * MapQueries.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 "MapQueries.h"#include "QueriesProcessor.h"#include "../CGameHandler.h"#include "../../lib/mapObjects/MiscObjects.h"#include "../../lib/serializer/Cast.h"PlayerStartsTurnQuery::PlayerStartsTurnQuery(CGameHandler * owner, PlayerColor player):	CGhQuery(owner){	addPlayer(player);}bool PlayerStartsTurnQuery::blocksPack(const CPack *pack) const{	return blockAllButReply(pack);}void PlayerStartsTurnQuery::onAdding(PlayerColor color){	gh->turnTimerHandler.setTimerEnabled(color, false);}void PlayerStartsTurnQuery::onRemoval(PlayerColor color){	gh->turnTimerHandler.setTimerEnabled(color, true);}bool PlayerStartsTurnQuery::endsByPlayerAnswer() const{	return true;}CObjectVisitQuery::CObjectVisitQuery(CGameHandler * owner, const CGObjectInstance * Obj, const CGHeroInstance * Hero, int3 Tile):	CGhQuery(owner), visitedObject(Obj), visitingHero(Hero), tile(Tile), removeObjectAfterVisit(false){	addPlayer(Hero->tempOwner);}bool CObjectVisitQuery::blocksPack(const CPack *pack) const{	//During the visit itself ALL actions are blocked.	//(However, the visit may trigger a query above that'll pass some.)	return true;}void CObjectVisitQuery::onRemoval(PlayerColor color){	gh->objectVisitEnded(*this);	//TODO or should it be destructor?	//Can object visit affect 2 players and what would be desired behavior?	if(removeObjectAfterVisit)		gh->removeObject(visitedObject);}void CObjectVisitQuery::onExposure(QueryPtr topQuery){	//Object may have been removed and deleted.	if(gh->isValidObject(visitedObject))		topQuery->notifyObjectAboutRemoval(*this);	owner->popIfTop(*this);}void CGarrisonDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const{	objectVisit.visitedObject->garrisonDialogClosed(objectVisit.visitingHero);}CGarrisonDialogQuery::CGarrisonDialogQuery(CGameHandler * owner, const CArmedInstance * up, const CArmedInstance * down):	CDialogQuery(owner){	exchangingArmies[0] = up;	exchangingArmies[1] = down;	addPlayer(up->tempOwner);	addPlayer(down->tempOwner);}bool CGarrisonDialogQuery::blocksPack(const CPack * pack) const{	std::set<ObjectInstanceID> ourIds;	ourIds.insert(this->exchangingArmies[0]->id);	ourIds.insert(this->exchangingArmies[1]->id);	if(auto stacks = dynamic_ptr_cast<ArrangeStacks>(pack))		return !vstd::contains(ourIds, stacks->id1) || !vstd::contains(ourIds, stacks->id2);	if(auto stacks = dynamic_ptr_cast<BulkSplitStack>(pack))		return !vstd::contains(ourIds, stacks->srcOwner);	if(auto stacks = dynamic_ptr_cast<BulkMergeStacks>(pack))		return !vstd::contains(ourIds, stacks->srcOwner);	if(auto stacks = dynamic_ptr_cast<BulkSmartSplitStack>(pack))		return !vstd::contains(ourIds, stacks->srcOwner);	if(auto stacks = dynamic_ptr_cast<BulkMoveArmy>(pack))		return !vstd::contains(ourIds, stacks->srcArmy) || !vstd::contains(ourIds, stacks->destArmy);	if(auto arts = dynamic_ptr_cast<ExchangeArtifacts>(pack))	{		if(auto id1 = std::visit(GetEngagedHeroIds(), arts->src.artHolder))			if(!vstd::contains(ourIds, *id1))				return true;		if(auto id2 = std::visit(GetEngagedHeroIds(), arts->dst.artHolder))			if(!vstd::contains(ourIds, *id2))				return true;		return false;	}	if(auto dismiss = dynamic_ptr_cast<DisbandCreature>(pack))		return !vstd::contains(ourIds, dismiss->id);	if(auto arts = dynamic_ptr_cast<BulkExchangeArtifacts>(pack))		return !vstd::contains(ourIds, arts->srcHero) || !vstd::contains(ourIds, arts->dstHero);	if(auto art = dynamic_ptr_cast<EraseArtifactByClient>(pack))	{		if (auto id = std::visit(GetEngagedHeroIds(), art->al.artHolder))			return !vstd::contains(ourIds, *id);	}	if(auto dismiss = dynamic_ptr_cast<AssembleArtifacts>(pack))		return !vstd::contains(ourIds, dismiss->heroID);	if(auto upgrade = dynamic_ptr_cast<UpgradeCreature>(pack))		return !vstd::contains(ourIds, upgrade->id);	if(auto formation = dynamic_ptr_cast<SetFormation>(pack))		return !vstd::contains(ourIds, formation->hid);	return CDialogQuery::blocksPack(pack);}void CBlockingDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const{	assert(answer);	objectVisit.visitedObject->blockingDialogAnswered(objectVisit.visitingHero, *answer);}CBlockingDialogQuery::CBlockingDialogQuery(CGameHandler * owner, const BlockingDialog & bd):	CDialogQuery(owner){	this->bd = bd;	addPlayer(bd.player);}void CTeleportDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const{	// do not change to dynamic_ptr_cast - SIGSEGV!	auto obj = dynamic_cast<const CGTeleport*>(objectVisit.visitedObject);	if(obj)		obj->teleportDialogAnswered(objectVisit.visitingHero, *answer, td.exits);	else		logGlobal->error("Invalid instance in teleport query");}CTeleportDialogQuery::CTeleportDialogQuery(CGameHandler * owner, const TeleportDialog & td):	CDialogQuery(owner){	this->td = td;	addPlayer(gh->getHero(td.hero)->getOwner());}CHeroLevelUpDialogQuery::CHeroLevelUpDialogQuery(CGameHandler * owner, const HeroLevelUp & Hlu, const CGHeroInstance * Hero):	CDialogQuery(owner), hero(Hero){	hlu = Hlu;	addPlayer(hero->tempOwner);}void CHeroLevelUpDialogQuery::onRemoval(PlayerColor color){	assert(answer);	logGlobal->trace("Completing hero level-up query. %s gains skill %d", hero->getObjectName(), answer.value());	gh->levelUpHero(hero, hlu.skills[*answer]);}void CHeroLevelUpDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const{	objectVisit.visitedObject->heroLevelUpDone(objectVisit.visitingHero);}CCommanderLevelUpDialogQuery::CCommanderLevelUpDialogQuery(CGameHandler * owner, const CommanderLevelUp & Clu, const CGHeroInstance * Hero):	CDialogQuery(owner), hero(Hero){	clu = Clu;	addPlayer(hero->tempOwner);}void CCommanderLevelUpDialogQuery::onRemoval(PlayerColor color){	assert(answer);	logGlobal->trace("Completing commander level-up query. Commander of hero %s gains skill %s", hero->getObjectName(), answer.value());	gh->levelUpCommander(hero->commander, clu.skills[*answer]);}void CCommanderLevelUpDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const{	objectVisit.visitedObject->heroLevelUpDone(objectVisit.visitingHero);}CHeroMovementQuery::CHeroMovementQuery(CGameHandler * owner, const TryMoveHero & Tmh, const CGHeroInstance * Hero, bool VisitDestAfterVictory):	CGhQuery(owner), tmh(Tmh), visitDestAfterVictory(VisitDestAfterVictory), hero(Hero){	players.push_back(hero->tempOwner);}void CHeroMovementQuery::onExposure(QueryPtr topQuery){	assert(players.size() == 1);	if(visitDestAfterVictory && hero->tempOwner == players[0]) //hero still alive, so he won with the guard		//TODO what if there were H4-like escape? we should also check pos	{		logGlobal->trace("Hero %s after victory over guard finishes visit to %s", hero->getNameTranslated(), tmh.end.toString());		//finish movement		visitDestAfterVictory = false;		gh->visitObjectOnTile(*gh->getTile(hero->convertToVisitablePos(tmh.end)), hero);	}	owner->popIfTop(*this);}void CHeroMovementQuery::onRemoval(PlayerColor color){	PlayerBlocked pb;	pb.player = color;	pb.reason = PlayerBlocked::ONGOING_MOVEMENT;	pb.startOrEnd = PlayerBlocked::BLOCKADE_ENDED;	gh->sendAndApply(&pb);}void CHeroMovementQuery::onAdding(PlayerColor color){	PlayerBlocked pb;	pb.player = color;	pb.reason = PlayerBlocked::ONGOING_MOVEMENT;	pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;	gh->sendAndApply(&pb);}
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