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vcmi/server/CQuery.h

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