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- /*
- * VisitQueries.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 "VisitQueries.h"
- #include "../../lib/mapObjects/CGHeroInstance.h"
- #include "../CGameHandler.h"
- #include "QueriesProcessor.h"
- VisitQuery::VisitQuery(CGameHandler * owner, const CGObjectInstance * Obj, const CGHeroInstance * Hero)
- : CQuery(owner)
- , visitedObject(Obj)
- , visitingHero(Hero)
- {
- addPlayer(Hero->tempOwner);
- }
- bool VisitQuery::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 VisitQuery::onExposure(QueryPtr topQuery)
- {
- //Object may have been removed and deleted.
- if(gh->isValidObject(visitedObject))
- topQuery->notifyObjectAboutRemoval(visitedObject, visitingHero);
- owner->popIfTop(*this);
- }
- MapObjectVisitQuery::MapObjectVisitQuery(CGameHandler * owner, const CGObjectInstance * Obj, const CGHeroInstance * Hero)
- : VisitQuery(owner, Obj, Hero)
- , removeObjectAfterVisit(false)
- {
- }
- void MapObjectVisitQuery::onRemoval(PlayerColor color)
- {
- gh->objectVisitEnded(visitingHero, players.front());
- //TODO or should it be destructor?
- //Can object visit affect 2 players and what would be desired behavior?
- if(removeObjectAfterVisit)
- gh->removeObject(visitedObject, color);
- }
- TownBuildingVisitQuery::TownBuildingVisitQuery(CGameHandler * owner, const CGObjectInstance * Obj, const CGHeroInstance * Hero, BuildingID buildingToVisit)
- : VisitQuery(owner, Obj, Hero)
- , visitedBuilding(buildingToVisit)
- {
- }
- void TownBuildingVisitQuery::onRemoval(PlayerColor color)
- {
- }
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