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Big change: Introduced new mechanism to handle queries. It should not cause any visible changes ATM apart from fixing several long-standing bugs realted to handling post-visit/battle/levelup callback, including infamous creature bank issues: #955, #1053, #1063, #1191. Needs testing.
Minor changes: * default log level set to trace * LOG_TRACE raii guardian lifetime will last till the end of block * compile fixes * minor refactorings
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#pragma once
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#include "..\lib\GameConstants.h"
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#include "..\lib\int3.h"
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#include "..\lib\NetPacks.h"
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class CGObjectInstance;
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class CGHeroInstance;
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class CArmedInstance;
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struct CPack;
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class CGameHandler;
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class CObjectVisitQuery;
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struct TryMoveHero;
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class CQuery;
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typedef si32 TQueryID;
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typedef shared_ptr<CQuery> QueryPtr;
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// This class represents any kind of prolonged interaction that may need to do something special after it is over.
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// It does not necessarily has to be "query" requiring player action, it can be also used internally within server.
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// Examples:
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// - all kinds of blocking dialog windows
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// - battle
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// - object visit
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// - hero movement
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// Queries can cause another queries, forming a stack of queries for each player. Eg: hero movement -> object visit -> dialog.
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class CQuery
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{
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protected:
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void addPlayer(PlayerColor color);
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public:
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std::vector<PlayerColor> players; //players that are affected (often "blocked") by query
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TQueryID queryID;
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CQuery(void);
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virtual bool blocksPack(const CPack *pack) const; //query can block attempting actions by player. Eg. he can't move hero during the battle.
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virtual bool endsByPlayerAnswer() const; //query is removed after player gives answer (like dialogs)
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virtual void onRemoval(CGameHandler *gh, PlayerColor color); //called after query is removed from stack
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virtual void onExposure(CGameHandler *gh, QueryPtr topQuery);//called when query immediately above is removed and this is exposed (becomes top)
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virtual std::string toString() const;
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virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const;
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virtual ~CQuery(void);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & players & queryID;
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}
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};
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std::ostream &operator<<(std::ostream &out, const CQuery &query);
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std::ostream &operator<<(std::ostream &out, QueryPtr query);
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//Created when hero visits object.
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//Removed when query above is resolved (or immediately after visit if no queries were created)
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class CObjectVisitQuery : public CQuery
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{
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public:
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const CGObjectInstance *visitedObject;
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const CGHeroInstance *visitingHero;
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int3 tile; //may be different than hero pos -> eg. visit via teleport
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CObjectVisitQuery(const CGObjectInstance *Obj, const CGHeroInstance *Hero, int3 Tile);
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virtual bool blocksPack(const CPack *pack) const OVERRIDE;
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virtual void onRemoval(CGameHandler *gh, PlayerColor color) OVERRIDE;
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virtual void onExposure(CGameHandler *gh, QueryPtr topQuery) OVERRIDE;
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};
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class CBattleQuery : public CQuery
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{
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public:
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std::array<const CArmedInstance *,2> belligerents;
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const BattleInfo *bi;
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boost::optional<BattleResult> result;
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CBattleQuery();
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CBattleQuery(const BattleInfo *Bi); //TODO
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virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const OVERRIDE;
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virtual bool blocksPack(const CPack *pack) const OVERRIDE;
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virtual void onRemoval(CGameHandler *gh, PlayerColor color) OVERRIDE;
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};
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//Created when hero attempts move and something happens
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//(not necessarily position change, could be just an object interaction).
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class CHeroMovementQuery : public CQuery
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{
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public:
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TryMoveHero tmh;
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bool visitDestAfterVictory; //if hero moved to guarded tile and it should be visited once guard is defeated
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const CGHeroInstance *hero;
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virtual void onExposure(CGameHandler *gh, QueryPtr topQuery);
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CHeroMovementQuery(const TryMoveHero &Tmh, const CGHeroInstance *Hero, bool VisitDestAfterVictory = false);
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};
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class CDialogQuery : public CQuery
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{
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public:
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boost::optional<ui32> answer;
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virtual bool endsByPlayerAnswer() const OVERRIDE;
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virtual bool blocksPack(const CPack *pack) const OVERRIDE;
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};
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class CGarrisonDialogQuery : public CDialogQuery
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{
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public:
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std::array<const CArmedInstance *,2> exchangingArmies;
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CGarrisonDialogQuery(const CArmedInstance *up, const CArmedInstance *down);
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virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const OVERRIDE;
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virtual bool blocksPack(const CPack *pack) const OVERRIDE;
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};
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//yes/no and component selection dialogs
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class CBlockingDialogQuery : public CDialogQuery
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{
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public:
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BlockingDialog bd; //copy of pack... debug purposes
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CBlockingDialogQuery(const BlockingDialog &bd);
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virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const OVERRIDE;
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};
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class CHeroLevelUpDialogQuery : public CDialogQuery
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{
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public:
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CHeroLevelUpDialogQuery(const HeroLevelUp &Hlu);
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virtual void onRemoval(CGameHandler *gh, PlayerColor color) OVERRIDE;
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HeroLevelUp hlu;
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};
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class CCommanderLevelUpDialogQuery : public CDialogQuery
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{
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public:
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CCommanderLevelUpDialogQuery(const CommanderLevelUp &Clu);
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virtual void onRemoval(CGameHandler *gh, PlayerColor color) OVERRIDE;
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CommanderLevelUp clu;
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};
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struct Queries
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{
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private:
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void addQuery(PlayerColor player, QueryPtr query);
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void popQuery(PlayerColor player, QueryPtr query);
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std::map<PlayerColor, std::vector<QueryPtr>> queries; //player => stack of queries
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public:
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CGameHandler *gh;
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static boost::mutex mx;
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void addQuery(QueryPtr query);
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void popQuery(const CQuery &query);
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void popQuery(QueryPtr query);
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void popIfTop(const CQuery &query); //removes this query if it is at the top (otherwise, do nothing)
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void popIfTop(QueryPtr query); //removes this query if it is at the top (otherwise, do nothing)
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QueryPtr topQuery(PlayerColor player);
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std::vector<shared_ptr<const CQuery>> allQueries() const;
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std::vector<shared_ptr<CQuery>> allQueries();
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//void removeQuery
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};
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