| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227 | /* * CQuery.h, 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 * */#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;class Queries;class CSpell;class SpellCastEnvironment;typedef std::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{public:	std::vector<PlayerColor> players; //players that are affected (often "blocked") by query	QueryID queryID;	CQuery(Queries * Owner);	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(PlayerColor color); //called just before query is pushed on stack	virtual void onAdded(PlayerColor color); //called right after query is pushed on stack	virtual void onRemoval(PlayerColor color); //called after query is removed from stack	virtual void onExposure(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 void setReply(const JsonNode & reply);	virtual ~CQuery(void);protected:	Queries * owner;	void addPlayer(PlayerColor color);	bool blockAllButReply(const CPack * pack) const;};std::ostream & operator<<(std::ostream & out, const CQuery & query);std::ostream & operator<<(std::ostream & out, QueryPtr query);class CGhQuery : public CQuery{public:	CGhQuery(CGameHandler * owner);protected:	CGameHandler * gh;};//Created when hero visits object.//Removed when query above is resolved (or immediately after visit if no queries were created)class CObjectVisitQuery : public CGhQuery{public:	const CGObjectInstance * visitedObject;	const CGHeroInstance * visitingHero;	int3 tile; //may be different than hero pos -> eg. visit via teleport	bool removeObjectAfterVisit;	CObjectVisitQuery(CGameHandler * owner, const CGObjectInstance * Obj, const CGHeroInstance * Hero, int3 Tile);	virtual bool blocksPack(const CPack * pack) const override;	virtual void onRemoval(PlayerColor color) override;	virtual void onExposure(QueryPtr topQuery) override;};class CBattleQuery : public CGhQuery{public:	std::array<const CArmedInstance *, 2> belligerents;	const BattleInfo * bi;	boost::optional<BattleResult> result;	CBattleQuery(CGameHandler * owner);	CBattleQuery(CGameHandler * owner, const BattleInfo * Bi); //TODO	virtual void notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const override;	virtual bool blocksPack(const CPack * pack) const override;	virtual void onRemoval(PlayerColor color) override;};//Created when hero attempts move and something happens//(not necessarily position change, could be just an object interaction).class CHeroMovementQuery : public CGhQuery{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(QueryPtr topQuery) override;	CHeroMovementQuery(CGameHandler * owner, const TryMoveHero & Tmh, const CGHeroInstance * Hero, bool VisitDestAfterVictory = false);	virtual void onAdding(PlayerColor color) override;	virtual void onRemoval(PlayerColor color) override;};class CDialogQuery : public CGhQuery{public:	CDialogQuery(CGameHandler * owner);	virtual bool endsByPlayerAnswer() const override;	virtual bool blocksPack(const CPack * pack) const override;	void setReply(const JsonNode & reply) override;protected:	boost::optional<ui32> answer;};class CGarrisonDialogQuery : public CDialogQuery //used also for hero exchange dialogs{public:	std::array<const CArmedInstance *, 2> exchangingArmies;	CGarrisonDialogQuery(CGameHandler * owner, 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 dialogsclass CBlockingDialogQuery : public CDialogQuery{public:	BlockingDialog bd; //copy of pack... debug purposes	CBlockingDialogQuery(CGameHandler * owner, const BlockingDialog & bd);	virtual void notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const override;};class CTeleportDialogQuery : public CDialogQuery{public:	TeleportDialog td; //copy of pack... debug purposes	CTeleportDialogQuery(CGameHandler * owner, const TeleportDialog & td);	virtual void notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const override;};class CHeroLevelUpDialogQuery : public CDialogQuery{public:	CHeroLevelUpDialogQuery(CGameHandler * owner, const HeroLevelUp & Hlu);	virtual void onRemoval(PlayerColor color) override;	virtual void notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const override;	HeroLevelUp hlu;};class CCommanderLevelUpDialogQuery : public CDialogQuery{public:	CCommanderLevelUpDialogQuery(CGameHandler * owner, const CommanderLevelUp & Clu);	virtual void onRemoval(PlayerColor color) override;	virtual void notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const override;	CommanderLevelUp clu;};class CGenericQuery : public CQuery{public:	CGenericQuery(Queries * Owner, PlayerColor color, std::function<void(const JsonNode &)> Callback);	bool blocksPack(const CPack * pack) const override;	bool endsByPlayerAnswer() const override;	void onExposure(QueryPtr topQuery) override;	void setReply(const JsonNode & reply) override;private:	std::function<void(const JsonNode &)> callback;};class Queries{private:	void addQuery(PlayerColor player, QueryPtr query);	void popQuery(PlayerColor player, QueryPtr query);	std::map<PlayerColor, std::vector<QueryPtr>> queries; //player => stack of queriespublic:	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<std::shared_ptr<const CQuery>> allQueries() const;	std::vector<std::shared_ptr<CQuery>> allQueries();	//void removeQuery};
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