/* * MapQueries.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 "MapQueries.h" #include "QueriesProcessor.h" #include "../CGameHandler.h" #include "../../lib/mapObjects/MiscObjects.h" #include "../../lib/serializer/Cast.h" PlayerStartsTurnQuery::PlayerStartsTurnQuery(CGameHandler * owner, PlayerColor player): CGhQuery(owner) { addPlayer(player); } bool PlayerStartsTurnQuery::blocksPack(const CPack *pack) const { return blockAllButReply(pack); } void PlayerStartsTurnQuery::onAdding(PlayerColor color) { gh->turnTimerHandler.setTimerEnabled(color, false); } void PlayerStartsTurnQuery::onRemoval(PlayerColor color) { gh->turnTimerHandler.setTimerEnabled(color, true); } bool PlayerStartsTurnQuery::endsByPlayerAnswer() const { return true; } CObjectVisitQuery::CObjectVisitQuery(CGameHandler * owner, const CGObjectInstance * Obj, const CGHeroInstance * Hero, int3 Tile): CGhQuery(owner), visitedObject(Obj), visitingHero(Hero), tile(Tile), removeObjectAfterVisit(false) { addPlayer(Hero->tempOwner); } bool CObjectVisitQuery::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 CObjectVisitQuery::onRemoval(PlayerColor color) { gh->objectVisitEnded(*this); //TODO or should it be destructor? //Can object visit affect 2 players and what would be desired behavior? if(removeObjectAfterVisit) gh->removeObject(visitedObject); } void CObjectVisitQuery::onExposure(QueryPtr topQuery) { //Object may have been removed and deleted. if(gh->isValidObject(visitedObject)) topQuery->notifyObjectAboutRemoval(*this); owner->popIfTop(*this); } void CGarrisonDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const { objectVisit.visitedObject->garrisonDialogClosed(objectVisit.visitingHero); } CGarrisonDialogQuery::CGarrisonDialogQuery(CGameHandler * owner, const CArmedInstance * up, const CArmedInstance * down): CDialogQuery(owner) { exchangingArmies[0] = up; exchangingArmies[1] = down; addPlayer(up->tempOwner); addPlayer(down->tempOwner); } bool CGarrisonDialogQuery::blocksPack(const CPack * pack) const { std::set ourIds; ourIds.insert(this->exchangingArmies[0]->id); ourIds.insert(this->exchangingArmies[1]->id); if(auto stacks = dynamic_ptr_cast(pack)) return !vstd::contains(ourIds, stacks->id1) || !vstd::contains(ourIds, stacks->id2); if(auto stacks = dynamic_ptr_cast(pack)) return !vstd::contains(ourIds, stacks->srcOwner); if(auto stacks = dynamic_ptr_cast(pack)) return !vstd::contains(ourIds, stacks->srcOwner); if(auto stacks = dynamic_ptr_cast(pack)) return !vstd::contains(ourIds, stacks->srcOwner); if(auto stacks = dynamic_ptr_cast(pack)) return !vstd::contains(ourIds, stacks->srcArmy) || !vstd::contains(ourIds, stacks->destArmy); if(auto arts = dynamic_ptr_cast(pack)) { if(auto id1 = std::visit(GetEngagedHeroIds(), arts->src.artHolder)) if(!vstd::contains(ourIds, *id1)) return true; if(auto id2 = std::visit(GetEngagedHeroIds(), arts->dst.artHolder)) if(!vstd::contains(ourIds, *id2)) return true; return false; } if(auto dismiss = dynamic_ptr_cast(pack)) return !vstd::contains(ourIds, dismiss->id); if(auto arts = dynamic_ptr_cast(pack)) return !vstd::contains(ourIds, arts->srcHero) || !vstd::contains(ourIds, arts->dstHero); if(auto art = dynamic_ptr_cast(pack)) { if (auto id = std::visit(GetEngagedHeroIds(), art->al.artHolder)) return !vstd::contains(ourIds, *id); } if(auto dismiss = dynamic_ptr_cast(pack)) return !vstd::contains(ourIds, dismiss->heroID); if(auto upgrade = dynamic_ptr_cast(pack)) return !vstd::contains(ourIds, upgrade->id); if(auto formation = dynamic_ptr_cast(pack)) return !vstd::contains(ourIds, formation->hid); return CDialogQuery::blocksPack(pack); } void CBlockingDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const { assert(answer); objectVisit.visitedObject->blockingDialogAnswered(objectVisit.visitingHero, *answer); } CBlockingDialogQuery::CBlockingDialogQuery(CGameHandler * owner, const BlockingDialog & bd): CDialogQuery(owner) { this->bd = bd; addPlayer(bd.player); } void CTeleportDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const { // do not change to dynamic_ptr_cast - SIGSEGV! auto obj = dynamic_cast(objectVisit.visitedObject); if(obj) obj->teleportDialogAnswered(objectVisit.visitingHero, *answer, td.exits); else logGlobal->error("Invalid instance in teleport query"); } CTeleportDialogQuery::CTeleportDialogQuery(CGameHandler * owner, const TeleportDialog & td): CDialogQuery(owner) { this->td = td; addPlayer(td.player); } CHeroLevelUpDialogQuery::CHeroLevelUpDialogQuery(CGameHandler * owner, const HeroLevelUp & Hlu, const CGHeroInstance * Hero): CDialogQuery(owner), hero(Hero) { hlu = Hlu; addPlayer(hero->tempOwner); } void CHeroLevelUpDialogQuery::onRemoval(PlayerColor color) { assert(answer); logGlobal->trace("Completing hero level-up query. %s gains skill %d", hero->getObjectName(), answer.value()); gh->levelUpHero(hero, hlu.skills[*answer]); } void CHeroLevelUpDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const { objectVisit.visitedObject->heroLevelUpDone(objectVisit.visitingHero); } CCommanderLevelUpDialogQuery::CCommanderLevelUpDialogQuery(CGameHandler * owner, const CommanderLevelUp & Clu, const CGHeroInstance * Hero): CDialogQuery(owner), hero(Hero) { clu = Clu; addPlayer(hero->tempOwner); } void CCommanderLevelUpDialogQuery::onRemoval(PlayerColor color) { assert(answer); logGlobal->trace("Completing commander level-up query. Commander of hero %s gains skill %s", hero->getObjectName(), answer.value()); gh->levelUpCommander(hero->commander, clu.skills[*answer]); } void CCommanderLevelUpDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const { objectVisit.visitedObject->heroLevelUpDone(objectVisit.visitingHero); } CHeroMovementQuery::CHeroMovementQuery(CGameHandler * owner, const TryMoveHero & Tmh, const CGHeroInstance * Hero, bool VisitDestAfterVictory): CGhQuery(owner), tmh(Tmh), visitDestAfterVictory(VisitDestAfterVictory), hero(Hero) { players.push_back(hero->tempOwner); } void CHeroMovementQuery::onExposure(QueryPtr topQuery) { assert(players.size() == 1); if(visitDestAfterVictory && hero->tempOwner == players[0]) //hero still alive, so he won with the guard //TODO what if there were H4-like escape? we should also check pos { logGlobal->trace("Hero %s after victory over guard finishes visit to %s", hero->getNameTranslated(), tmh.end.toString()); //finish movement visitDestAfterVictory = false; gh->visitObjectOnTile(*gh->getTile(hero->convertToVisitablePos(tmh.end)), hero); } owner->popIfTop(*this); } void CHeroMovementQuery::onRemoval(PlayerColor color) { PlayerBlocked pb; pb.player = color; pb.reason = PlayerBlocked::ONGOING_MOVEMENT; pb.startOrEnd = PlayerBlocked::BLOCKADE_ENDED; gh->sendAndApply(&pb); } void CHeroMovementQuery::onAdding(PlayerColor color) { PlayerBlocked pb; pb.player = color; pb.reason = PlayerBlocked::ONGOING_MOVEMENT; pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED; gh->sendAndApply(&pb); }