CQuery.h 6.2 KB

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