#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 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 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 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 belligerents; const BattleInfo *bi; boost::optional 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 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 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> 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> allQueries() const; std::vector> allQueries(); //void removeQuery };