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/battle/BattleLayout.h"
  19. #include "../../lib/CPlayerState.h"
  20. #include "../../lib/mapObjects/CGObjectInstance.h"
  21. #include "../../lib/mapObjects/CGTownInstance.h"
  22. #include "../../lib/networkPacks/PacksForServer.h"
  23. void CBattleQuery::notifyObjectAboutRemoval(const CGObjectInstance * visitedObject, const CGHeroInstance * visitingHero) const
  24. {
  25. assert(result);
  26. if(result)
  27. visitedObject->battleFinished(visitingHero, *result);
  28. }
  29. CBattleQuery::CBattleQuery(CGameHandler * owner, const IBattleInfo * bi):
  30. CQuery(owner),
  31. battleID(bi->getBattleID())
  32. {
  33. belligerents[BattleSide::ATTACKER] = bi->getSideArmy(BattleSide::ATTACKER);
  34. belligerents[BattleSide::DEFENDER] = bi->getSideArmy(BattleSide::DEFENDER);
  35. addPlayer(bi->getSidePlayer(BattleSide::ATTACKER));
  36. addPlayer(bi->getSidePlayer(BattleSide::DEFENDER));
  37. }
  38. CBattleQuery::CBattleQuery(CGameHandler * owner):
  39. CQuery(owner)
  40. {
  41. belligerents[BattleSide::ATTACKER] = nullptr;
  42. belligerents[BattleSide::DEFENDER] = nullptr;
  43. }
  44. bool CBattleQuery::blocksPack(const CPack * pack) const
  45. {
  46. if(dynamic_cast<const MakeAction*>(pack) != nullptr)
  47. return false;
  48. if(dynamic_cast<const GamePause*>(pack) != nullptr)
  49. return false;
  50. return true;
  51. }
  52. void CBattleQuery::onRemoval(PlayerColor color)
  53. {
  54. assert(result);
  55. if(result)
  56. gh->battles->battleAfterLevelUp(battleID, *result);
  57. }
  58. void CBattleQuery::onExposure(QueryPtr topQuery)
  59. {
  60. // this method may be called in two cases:
  61. // 1) when requesting battle replay (but before replay starts -> no valid result)
  62. // 2) when aswering on levelup queries after accepting battle result -> valid result
  63. if(result)
  64. owner->popQuery(*this);
  65. }
  66. CBattleDialogQuery::CBattleDialogQuery(CGameHandler * owner, const IBattleInfo * bi, std::optional<BattleResult> Br):
  67. CDialogQuery(owner),
  68. bi(bi),
  69. result(Br)
  70. {
  71. addPlayer(bi->getSidePlayer(BattleSide::ATTACKER));
  72. addPlayer(bi->getSidePlayer(BattleSide::DEFENDER));
  73. }
  74. void CBattleDialogQuery::onRemoval(PlayerColor color)
  75. {
  76. // answer to this query was already processed when handling 1st player
  77. // this removal call for 2nd player which can be safely ignored
  78. if (resultProcessed)
  79. return;
  80. assert(answer);
  81. if(*answer == 1)
  82. {
  83. gh->battles->restartBattle(
  84. bi->getBattleID(),
  85. bi->getSideArmy(BattleSide::ATTACKER),
  86. bi->getSideArmy(BattleSide::DEFENDER),
  87. bi->getLocation(),
  88. bi->getSideHero(BattleSide::ATTACKER),
  89. bi->getSideHero(BattleSide::DEFENDER),
  90. bi->getLayout(),
  91. bi->getDefendedTown()
  92. );
  93. }
  94. else
  95. {
  96. gh->battles->endBattleConfirm(bi->getBattleID());
  97. }
  98. resultProcessed = true;
  99. }