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vcmi/server/queries/CQuery.h

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/*
* 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"
VCMI_LIB_NAMESPACE_BEGIN
struct CPackForServer;
class CGObjectInstance;
class CGHeroInstance;
VCMI_LIB_NAMESPACE_END
class CObjectVisitQuery;
class QueriesProcessor;
class CQuery;
class CGameHandler;
using QueryPtr = std::shared_ptr<CQuery>;
// 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(CGameHandler * gh);
/// query can block attempting actions by player. Eg. he can't move hero during the battle.
virtual bool blocksPack(const CPackForServer *pack) const;
/// query is removed after player gives answer (like dialogs)
virtual bool endsByPlayerAnswer() const;
/// called just before query is pushed on stack
virtual void onAdding(PlayerColor color);
/// called right after query is pushed on stack
virtual void onAdded(PlayerColor color);
/// called after query is removed from stack
virtual void onRemoval(PlayerColor color);
/// called when query immediately above is removed and this is exposed (becomes top)
virtual void onExposure(QueryPtr topQuery);
/// called when this query is being removed and must report its result to currently visited object
virtual void notifyObjectAboutRemoval(const CGObjectInstance * visitedObject, const CGHeroInstance * visitingHero) const;
virtual void setReply(std::optional<int32_t> reply);
virtual std::string toString() const;
virtual ~CQuery();
protected:
QueriesProcessor * owner;
CGameHandler * gh;
void addPlayer(PlayerColor color);
bool blockAllButReply(const CPackForServer * pack) const;
};
std::ostream &operator<<(std::ostream &out, const CQuery &query);
std::ostream &operator<<(std::ostream &out, QueryPtr query);
class CDialogQuery : public CQuery
{
public:
CDialogQuery(CGameHandler * owner);
bool endsByPlayerAnswer() const override;
bool blocksPack(const CPackForServer *pack) const override;
void setReply(std::optional<int32_t> reply) override;
protected:
std::optional<ui32> answer;
};
class CGenericQuery : public CQuery
{
public:
CGenericQuery(CGameHandler * gh, PlayerColor color, std::function<void(std::optional<int32_t>)> Callback);
bool blocksPack(const CPackForServer * pack) const override;
bool endsByPlayerAnswer() const override;
void onExposure(QueryPtr topQuery) override;
void setReply(std::optional<int32_t> reply) override;
void onRemoval(PlayerColor color) override;
private:
std::function<void(std::optional<int32_t>)> callback;
std::optional<int32_t> reply;
};