/* * BattleQueries.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 "BattleQueries.h" #include "MapQueries.h" #include "QueriesProcessor.h" #include "../CGameHandler.h" #include "../battles/BattleProcessor.h" #include "../../lib/battle/IBattleState.h" #include "../../lib/battle/SideInBattle.h" #include "../../lib/battle/BattleLayout.h" #include "../../lib/CPlayerState.h" #include "../../lib/mapObjects/CGObjectInstance.h" #include "../../lib/mapObjects/CGTownInstance.h" #include "../../lib/networkPacks/PacksForServer.h" void CBattleQuery::notifyObjectAboutRemoval(const CGObjectInstance * visitedObject, const CGHeroInstance * visitingHero) const { assert(result); if(result) visitedObject->battleFinished(visitingHero, *result); } CBattleQuery::CBattleQuery(CGameHandler * owner, const IBattleInfo * bi): CQuery(owner), battleID(bi->getBattleID()) { belligerents[BattleSide::ATTACKER] = bi->getSideArmy(BattleSide::ATTACKER); belligerents[BattleSide::DEFENDER] = bi->getSideArmy(BattleSide::DEFENDER); addPlayer(bi->getSidePlayer(BattleSide::ATTACKER)); addPlayer(bi->getSidePlayer(BattleSide::DEFENDER)); } CBattleQuery::CBattleQuery(CGameHandler * owner): CQuery(owner) { belligerents[BattleSide::ATTACKER] = nullptr; belligerents[BattleSide::DEFENDER] = nullptr; } bool CBattleQuery::blocksPack(const CPackForServer * pack) const { if(dynamic_cast(pack) != nullptr) return false; if(dynamic_cast(pack) != nullptr) return false; return true; } void CBattleQuery::onRemoval(PlayerColor color) { assert(result); if(result) gh->battles->battleAfterLevelUp(battleID, *result); } void CBattleQuery::onExposure(QueryPtr topQuery) { // this method may be called in two cases: // 1) when requesting battle replay (but before replay starts -> no valid result) // 2) when aswering on levelup queries after accepting battle result -> valid result if(result) owner->popQuery(*this); } CBattleDialogQuery::CBattleDialogQuery(CGameHandler * owner, const IBattleInfo * bi, std::optional Br): CDialogQuery(owner), bi(bi), result(Br) { addPlayer(bi->getSidePlayer(BattleSide::ATTACKER)); addPlayer(bi->getSidePlayer(BattleSide::DEFENDER)); } void CBattleDialogQuery::onRemoval(PlayerColor color) { // answer to this query was already processed when handling 1st player // this removal call for 2nd player which can be safely ignored if (resultProcessed) return; assert(answer); if(*answer == 1) { gh->battles->restartBattle( bi->getBattleID(), bi->getSideArmy(BattleSide::ATTACKER), bi->getSideArmy(BattleSide::DEFENDER), bi->getLocation(), bi->getSideHero(BattleSide::ATTACKER), bi->getSideHero(BattleSide::DEFENDER), bi->getLayout(), bi->getDefendedTown() ); } else { gh->battles->endBattleConfirm(bi->getBattleID()); } resultProcessed = true; }