/* * 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" void CBattleQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const { assert(result); if(result) objectVisit.visitedObject->battleFinished(objectVisit.visitingHero, *result); } CBattleQuery::CBattleQuery(CGameHandler * owner, const IBattleInfo * bi): CQuery(owner), battleID(bi->getBattleID()) { belligerents[0] = bi->getSideArmy(0); belligerents[1] = bi->getSideArmy(1); addPlayer(bi->getSidePlayer(0)); addPlayer(bi->getSidePlayer(1)); } CBattleQuery::CBattleQuery(CGameHandler * owner): CQuery(owner) { belligerents[0] = belligerents[1] = nullptr; } bool CBattleQuery::blocksPack(const CPack * pack) const { const char * name = typeid(*pack).name(); return strcmp(name, typeid(MakeAction).name()) != 0; } 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): CDialogQuery(owner), bi(bi) { addPlayer(bi->getSidePlayer(0)); addPlayer(bi->getSidePlayer(1)); } void CBattleDialogQuery::onRemoval(PlayerColor color) { assert(answer); if(*answer == 1) { gh->battles->restartBattlePrimary( bi->getBattleID(), bi->getSideArmy(0), bi->getSideArmy(1), bi->getLocation(), bi->getSideHero(0), bi->getSideHero(1), bi->isCreatureBank(), bi->getDefendedTown() ); } else { gh->battles->endBattleConfirm(bi->getBattleID()); } }