/* * CQuery.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 "../lib/GameConstants.h" #include "../lib/int3.h" #include "../lib/NetPacks.h" #include "JsonNode.h" VCMI_LIB_NAMESPACE_BEGIN class CGObjectInstance; class CGHeroInstance; class CArmedInstance; VCMI_LIB_NAMESPACE_END class CGameHandler; class CObjectVisitQuery; class CQuery; class Queries; typedef std::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 { public: std::vector players; //players that are affected (often "blocked") by query QueryID queryID; CQuery(Queries * Owner); 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(PlayerColor color); //called just before query is pushed on stack virtual void onAdded(PlayerColor color); //called right after query is pushed on stack virtual void onRemoval(PlayerColor color); //called after query is removed from stack virtual void onExposure(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 void setReply(const JsonNode & reply); virtual ~CQuery(); protected: Queries * owner; void addPlayer(PlayerColor color); bool blockAllButReply(const CPack * pack) const; }; std::ostream &operator<<(std::ostream &out, const CQuery &query); std::ostream &operator<<(std::ostream &out, QueryPtr query); class CGhQuery : public CQuery { public: CGhQuery(CGameHandler * owner); protected: CGameHandler * gh; }; //Created when hero visits object. //Removed when query above is resolved (or immediately after visit if no queries were created) class CObjectVisitQuery : public CGhQuery { 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; }; class CBattleQuery : public CGhQuery { public: std::array belligerents; std::array initialHeroMana; const BattleInfo *bi; boost::optional result; CBattleQuery(CGameHandler * owner); CBattleQuery(CGameHandler * owner, const BattleInfo * Bi); //TODO virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override; virtual bool blocksPack(const CPack *pack) const override; virtual void onRemoval(PlayerColor color) override; }; //Created when hero attempts move and something happens //(not necessarily position change, could be just an object interaction). class CHeroMovementQuery : public CGhQuery { 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 CDialogQuery : public CGhQuery { public: CDialogQuery(CGameHandler * owner); virtual bool endsByPlayerAnswer() const override; virtual bool blocksPack(const CPack *pack) const override; void setReply(const JsonNode & reply) override; protected: boost::optional answer; }; 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; }; class CBattleDialogQuery : public CDialogQuery { public: CBattleDialogQuery(CGameHandler * owner, const BattleInfo * Bi); const BattleInfo * bi; virtual void onRemoval(PlayerColor color) 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; }; class CGenericQuery : public CQuery { public: CGenericQuery(Queries * Owner, PlayerColor color, std::function Callback); bool blocksPack(const CPack * pack) const override; bool endsByPlayerAnswer() const override; void onExposure(QueryPtr topQuery) override; void setReply(const JsonNode & reply) override; void onRemoval(PlayerColor color) override; private: std::function callback; JsonNode reply; }; class Queries { private: void addQuery(PlayerColor player, QueryPtr query); void popQuery(PlayerColor player, QueryPtr query); std::map> queries; //player => stack of queries public: 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(); QueryPtr getQuery(QueryID queryID); //void removeQuery };