/* * MapQueries.h, 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 * */ #pragma once #include "CQuery.h" #include "../../lib/NetPacks.h" class TurnTimerHandler; //Created when player starts turn //Removed when player accepts a turn class PlayerStartsTurnQuery : public CQuery { public: PlayerStartsTurnQuery(CGameHandler * owner, PlayerColor player); bool blocksPack(const CPack *pack) const override; void onAdding(PlayerColor color) override; void onRemoval(PlayerColor color) override; bool endsByPlayerAnswer() const override; }; //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(CGameHandler * owner, const CGObjectInstance *Obj, const CGHeroInstance *Hero, int3 Tile); virtual bool blocksPack(const CPack *pack) const override; virtual void onRemoval(PlayerColor color) override; virtual void onExposure(QueryPtr topQuery) 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(QueryPtr topQuery) override; CHeroMovementQuery(CGameHandler * owner, const TryMoveHero & Tmh, const CGHeroInstance * Hero, bool VisitDestAfterVictory = false); virtual void onAdding(PlayerColor color) override; virtual void onRemoval(PlayerColor color) override; }; class CGarrisonDialogQuery : public CDialogQuery //used also for hero exchange dialogs { public: std::array exchangingArmies; CGarrisonDialogQuery(CGameHandler * owner, 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(CGameHandler * owner, const BlockingDialog &bd); virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override; }; class CTeleportDialogQuery : public CDialogQuery { public: TeleportDialog td; //copy of pack... debug purposes CTeleportDialogQuery(CGameHandler * owner, const TeleportDialog &td); virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override; }; class CHeroLevelUpDialogQuery : public CDialogQuery { public: CHeroLevelUpDialogQuery(CGameHandler * owner, const HeroLevelUp &Hlu, const CGHeroInstance * Hero); virtual void onRemoval(PlayerColor color) override; virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override; HeroLevelUp hlu; const CGHeroInstance * hero; }; class CCommanderLevelUpDialogQuery : public CDialogQuery { public: CCommanderLevelUpDialogQuery(CGameHandler * owner, const CommanderLevelUp &Clu, const CGHeroInstance * Hero); virtual void onRemoval(PlayerColor color) override; virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override; CommanderLevelUp clu; const CGHeroInstance * hero; };