CQuery.h 7.5 KB

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  1. /*
  2. * CQuery.h, 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. #pragma once
  11. #include "../lib/GameConstants.h"
  12. #include "../lib/int3.h"
  13. #include "../lib/NetPacks.h"
  14. #include "JsonNode.h"
  15. VCMI_LIB_NAMESPACE_BEGIN
  16. class CGObjectInstance;
  17. class CGHeroInstance;
  18. class CArmedInstance;
  19. VCMI_LIB_NAMESPACE_END
  20. class CGameHandler;
  21. class CObjectVisitQuery;
  22. class CQuery;
  23. class Queries;
  24. typedef std::shared_ptr<CQuery> QueryPtr;
  25. // This class represents any kind of prolonged interaction that may need to do something special after it is over.
  26. // It does not necessarily has to be "query" requiring player action, it can be also used internally within server.
  27. // Examples:
  28. // - all kinds of blocking dialog windows
  29. // - battle
  30. // - object visit
  31. // - hero movement
  32. // Queries can cause another queries, forming a stack of queries for each player. Eg: hero movement -> object visit -> dialog.
  33. class CQuery
  34. {
  35. public:
  36. std::vector<PlayerColor> players; //players that are affected (often "blocked") by query
  37. QueryID queryID;
  38. CQuery(Queries * Owner);
  39. virtual bool blocksPack(const CPack *pack) const; //query can block attempting actions by player. Eg. he can't move hero during the battle.
  40. virtual bool endsByPlayerAnswer() const; //query is removed after player gives answer (like dialogs)
  41. virtual void onAdding(PlayerColor color); //called just before query is pushed on stack
  42. virtual void onAdded(PlayerColor color); //called right after query is pushed on stack
  43. virtual void onRemoval(PlayerColor color); //called after query is removed from stack
  44. virtual void onExposure(QueryPtr topQuery);//called when query immediately above is removed and this is exposed (becomes top)
  45. virtual std::string toString() const;
  46. virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const;
  47. virtual void setReply(const JsonNode & reply);
  48. virtual ~CQuery();
  49. protected:
  50. Queries * owner;
  51. void addPlayer(PlayerColor color);
  52. bool blockAllButReply(const CPack * pack) const;
  53. };
  54. std::ostream &operator<<(std::ostream &out, const CQuery &query);
  55. std::ostream &operator<<(std::ostream &out, QueryPtr query);
  56. class CGhQuery : public CQuery
  57. {
  58. public:
  59. CGhQuery(CGameHandler * owner);
  60. protected:
  61. CGameHandler * gh;
  62. };
  63. //Created when hero visits object.
  64. //Removed when query above is resolved (or immediately after visit if no queries were created)
  65. class CObjectVisitQuery : public CGhQuery
  66. {
  67. public:
  68. const CGObjectInstance *visitedObject;
  69. const CGHeroInstance *visitingHero;
  70. int3 tile; //may be different than hero pos -> eg. visit via teleport
  71. bool removeObjectAfterVisit;
  72. CObjectVisitQuery(CGameHandler * owner, const CGObjectInstance *Obj, const CGHeroInstance *Hero, int3 Tile);
  73. virtual bool blocksPack(const CPack *pack) const override;
  74. virtual void onRemoval(PlayerColor color) override;
  75. virtual void onExposure(QueryPtr topQuery) override;
  76. };
  77. class CBattleQuery : public CGhQuery
  78. {
  79. public:
  80. std::array<const CArmedInstance *,2> belligerents;
  81. const BattleInfo *bi;
  82. boost::optional<BattleResult> result;
  83. CBattleQuery(CGameHandler * owner);
  84. CBattleQuery(CGameHandler * owner, const BattleInfo * Bi); //TODO
  85. virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
  86. virtual bool blocksPack(const CPack *pack) const override;
  87. virtual void onRemoval(PlayerColor color) override;
  88. };
  89. //Created when hero attempts move and something happens
  90. //(not necessarily position change, could be just an object interaction).
  91. class CHeroMovementQuery : public CGhQuery
  92. {
  93. public:
  94. TryMoveHero tmh;
  95. bool visitDestAfterVictory; //if hero moved to guarded tile and it should be visited once guard is defeated
  96. const CGHeroInstance *hero;
  97. virtual void onExposure(QueryPtr topQuery) override;
  98. CHeroMovementQuery(CGameHandler * owner, const TryMoveHero & Tmh, const CGHeroInstance * Hero, bool VisitDestAfterVictory = false);
  99. virtual void onAdding(PlayerColor color) override;
  100. virtual void onRemoval(PlayerColor color) override;
  101. };
  102. class CDialogQuery : public CGhQuery
  103. {
  104. public:
  105. CDialogQuery(CGameHandler * owner);
  106. virtual bool endsByPlayerAnswer() const override;
  107. virtual bool blocksPack(const CPack *pack) const override;
  108. void setReply(const JsonNode & reply) override;
  109. protected:
  110. boost::optional<ui32> answer;
  111. };
  112. class CGarrisonDialogQuery : public CDialogQuery //used also for hero exchange dialogs
  113. {
  114. public:
  115. std::array<const CArmedInstance *,2> exchangingArmies;
  116. CGarrisonDialogQuery(CGameHandler * owner, const CArmedInstance *up, const CArmedInstance *down);
  117. virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
  118. virtual bool blocksPack(const CPack *pack) const override;
  119. };
  120. //yes/no and component selection dialogs
  121. class CBlockingDialogQuery : public CDialogQuery
  122. {
  123. public:
  124. BlockingDialog bd; //copy of pack... debug purposes
  125. CBlockingDialogQuery(CGameHandler * owner, const BlockingDialog &bd);
  126. virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
  127. };
  128. class CTeleportDialogQuery : public CDialogQuery
  129. {
  130. public:
  131. TeleportDialog td; //copy of pack... debug purposes
  132. CTeleportDialogQuery(CGameHandler * owner, const TeleportDialog &td);
  133. virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
  134. };
  135. class CHeroLevelUpDialogQuery : public CDialogQuery
  136. {
  137. public:
  138. CHeroLevelUpDialogQuery(CGameHandler * owner, const HeroLevelUp &Hlu, const CGHeroInstance * Hero);
  139. virtual void onRemoval(PlayerColor color) override;
  140. virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
  141. HeroLevelUp hlu;
  142. const CGHeroInstance * hero;
  143. };
  144. class CCommanderLevelUpDialogQuery : public CDialogQuery
  145. {
  146. public:
  147. CCommanderLevelUpDialogQuery(CGameHandler * owner, const CommanderLevelUp &Clu, const CGHeroInstance * Hero);
  148. virtual void onRemoval(PlayerColor color) override;
  149. virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
  150. CommanderLevelUp clu;
  151. const CGHeroInstance * hero;
  152. };
  153. class CGenericQuery : public CQuery
  154. {
  155. public:
  156. CGenericQuery(Queries * Owner, PlayerColor color, std::function<void(const JsonNode &)> Callback);
  157. bool blocksPack(const CPack * pack) const override;
  158. bool endsByPlayerAnswer() const override;
  159. void onExposure(QueryPtr topQuery) override;
  160. void setReply(const JsonNode & reply) override;
  161. void onRemoval(PlayerColor color) override;
  162. private:
  163. std::function<void(const JsonNode &)> callback;
  164. JsonNode reply;
  165. };
  166. class Queries
  167. {
  168. private:
  169. void addQuery(PlayerColor player, QueryPtr query);
  170. void popQuery(PlayerColor player, QueryPtr query);
  171. std::map<PlayerColor, std::vector<QueryPtr>> queries; //player => stack of queries
  172. public:
  173. static boost::mutex mx;
  174. void addQuery(QueryPtr query);
  175. void popQuery(const CQuery &query);
  176. void popQuery(QueryPtr query);
  177. void popIfTop(const CQuery &query); //removes this query if it is at the top (otherwise, do nothing)
  178. void popIfTop(QueryPtr query); //removes this query if it is at the top (otherwise, do nothing)
  179. QueryPtr topQuery(PlayerColor player);
  180. std::vector<std::shared_ptr<const CQuery>> allQueries() const;
  181. std::vector<QueryPtr> allQueries();
  182. QueryPtr getQuery(QueryID queryID);
  183. //void removeQuery
  184. };