BattleQueries.cpp 3.0 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/mapObjects/CGTownInstance.h"
  21. #include "../../lib/networkPacks/PacksForServer.h"
  22. void CBattleQuery::notifyObjectAboutRemoval(const CGObjectInstance * visitedObject, const CGHeroInstance * visitingHero) const
  23. {
  24. assert(result);
  25. if(result)
  26. visitedObject->battleFinished(visitingHero, *result);
  27. }
  28. CBattleQuery::CBattleQuery(CGameHandler * owner, const IBattleInfo * bi):
  29. CQuery(owner),
  30. battleID(bi->getBattleID())
  31. {
  32. belligerents[BattleSide::ATTACKER] = bi->getSideArmy(BattleSide::ATTACKER);
  33. belligerents[BattleSide::DEFENDER] = bi->getSideArmy(BattleSide::DEFENDER);
  34. addPlayer(bi->getSidePlayer(BattleSide::ATTACKER));
  35. addPlayer(bi->getSidePlayer(BattleSide::DEFENDER));
  36. }
  37. CBattleQuery::CBattleQuery(CGameHandler * owner):
  38. CQuery(owner)
  39. {
  40. belligerents[BattleSide::ATTACKER] = nullptr;
  41. belligerents[BattleSide::DEFENDER] = nullptr;
  42. }
  43. bool CBattleQuery::blocksPack(const CPack * pack) const
  44. {
  45. if(dynamic_cast<const MakeAction*>(pack) != nullptr)
  46. return false;
  47. if(dynamic_cast<const GamePause*>(pack) != nullptr)
  48. return false;
  49. return true;
  50. }
  51. void CBattleQuery::onRemoval(PlayerColor color)
  52. {
  53. assert(result);
  54. if(result)
  55. gh->battles->battleAfterLevelUp(battleID, *result);
  56. }
  57. void CBattleQuery::onExposure(QueryPtr topQuery)
  58. {
  59. // this method may be called in two cases:
  60. // 1) when requesting battle replay (but before replay starts -> no valid result)
  61. // 2) when aswering on levelup queries after accepting battle result -> valid result
  62. if(result)
  63. owner->popQuery(*this);
  64. }
  65. CBattleDialogQuery::CBattleDialogQuery(CGameHandler * owner, const IBattleInfo * bi, std::optional<BattleResult> Br):
  66. CDialogQuery(owner),
  67. bi(bi),
  68. result(Br)
  69. {
  70. addPlayer(bi->getSidePlayer(BattleSide::ATTACKER));
  71. addPlayer(bi->getSidePlayer(BattleSide::DEFENDER));
  72. }
  73. void CBattleDialogQuery::onRemoval(PlayerColor color)
  74. {
  75. // answer to this query was already processed when handling 1st player
  76. // this removal call for 2nd player which can be safely ignored
  77. if (resultProcessed)
  78. return;
  79. assert(answer);
  80. if(*answer == 1)
  81. {
  82. gh->battles->restartBattlePrimary(
  83. bi->getBattleID(),
  84. bi->getSideArmy(BattleSide::ATTACKER),
  85. bi->getSideArmy(BattleSide::DEFENDER),
  86. bi->getLocation(),
  87. bi->getSideHero(BattleSide::ATTACKER),
  88. bi->getSideHero(BattleSide::DEFENDER),
  89. bi->isCreatureBank(),
  90. bi->getDefendedTown()
  91. );
  92. }
  93. else
  94. {
  95. gh->battles->endBattleConfirm(bi->getBattleID());
  96. }
  97. resultProcessed = true;
  98. }