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ecaa9f5d0b
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
224 lines
7.3 KiB
C++
224 lines
7.3 KiB
C++
/*
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* CQuery.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../lib/GameConstants.h"
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#include "../lib/int3.h"
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#include "../lib/NetPacks.h"
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class CGObjectInstance;
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class CGHeroInstance;
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class CArmedInstance;
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class CGameHandler;
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class CObjectVisitQuery;
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class CQuery;
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class Queries;
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typedef std::shared_ptr<CQuery> QueryPtr;
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// This class represents any kind of prolonged interaction that may need to do something special after it is over.
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// It does not necessarily has to be "query" requiring player action, it can be also used internally within server.
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// Examples:
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// - all kinds of blocking dialog windows
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// - battle
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// - object visit
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// - hero movement
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// Queries can cause another queries, forming a stack of queries for each player. Eg: hero movement -> object visit -> dialog.
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class CQuery
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{
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public:
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std::vector<PlayerColor> players; //players that are affected (often "blocked") by query
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QueryID queryID;
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CQuery(Queries * Owner);
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virtual bool blocksPack(const CPack *pack) const; //query can block attempting actions by player. Eg. he can't move hero during the battle.
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virtual bool endsByPlayerAnswer() const; //query is removed after player gives answer (like dialogs)
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virtual void onAdding(PlayerColor color); //called just before query is pushed on stack
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virtual void onAdded(PlayerColor color); //called right after query is pushed on stack
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virtual void onRemoval(PlayerColor color); //called after query is removed from stack
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virtual void onExposure(QueryPtr topQuery);//called when query immediately above is removed and this is exposed (becomes top)
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virtual std::string toString() const;
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virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const;
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virtual void setReply(const JsonNode & reply);
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virtual ~CQuery();
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protected:
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Queries * owner;
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void addPlayer(PlayerColor color);
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bool blockAllButReply(const CPack * pack) const;
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};
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std::ostream &operator<<(std::ostream &out, const CQuery &query);
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std::ostream &operator<<(std::ostream &out, QueryPtr query);
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class CGhQuery : public CQuery
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{
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public:
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CGhQuery(CGameHandler * owner);
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protected:
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CGameHandler * gh;
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};
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//Created when hero visits object.
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//Removed when query above is resolved (or immediately after visit if no queries were created)
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class CObjectVisitQuery : public CGhQuery
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{
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public:
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const CGObjectInstance *visitedObject;
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const CGHeroInstance *visitingHero;
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int3 tile; //may be different than hero pos -> eg. visit via teleport
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bool removeObjectAfterVisit;
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CObjectVisitQuery(CGameHandler * owner, const CGObjectInstance *Obj, const CGHeroInstance *Hero, int3 Tile);
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virtual bool blocksPack(const CPack *pack) const override;
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virtual void onRemoval(PlayerColor color) override;
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virtual void onExposure(QueryPtr topQuery) override;
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};
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class CBattleQuery : public CGhQuery
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{
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public:
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std::array<const CArmedInstance *,2> belligerents;
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const BattleInfo *bi;
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boost::optional<BattleResult> result;
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CBattleQuery(CGameHandler * owner);
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CBattleQuery(CGameHandler * owner, const BattleInfo * Bi); //TODO
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virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
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virtual bool blocksPack(const CPack *pack) const override;
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virtual void onRemoval(PlayerColor color) override;
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};
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//Created when hero attempts move and something happens
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//(not necessarily position change, could be just an object interaction).
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class CHeroMovementQuery : public CGhQuery
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{
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public:
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TryMoveHero tmh;
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bool visitDestAfterVictory; //if hero moved to guarded tile and it should be visited once guard is defeated
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const CGHeroInstance *hero;
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virtual void onExposure(QueryPtr topQuery) override;
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CHeroMovementQuery(CGameHandler * owner, const TryMoveHero & Tmh, const CGHeroInstance * Hero, bool VisitDestAfterVictory = false);
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virtual void onAdding(PlayerColor color) override;
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virtual void onRemoval(PlayerColor color) override;
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};
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class CDialogQuery : public CGhQuery
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{
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public:
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CDialogQuery(CGameHandler * owner);
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virtual bool endsByPlayerAnswer() const override;
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virtual bool blocksPack(const CPack *pack) const override;
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void setReply(const JsonNode & reply) override;
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protected:
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boost::optional<ui32> answer;
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};
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class CGarrisonDialogQuery : public CDialogQuery //used also for hero exchange dialogs
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{
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public:
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std::array<const CArmedInstance *,2> exchangingArmies;
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CGarrisonDialogQuery(CGameHandler * owner, const CArmedInstance *up, const CArmedInstance *down);
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virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
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virtual bool blocksPack(const CPack *pack) const override;
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};
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//yes/no and component selection dialogs
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class CBlockingDialogQuery : public CDialogQuery
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{
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public:
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BlockingDialog bd; //copy of pack... debug purposes
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CBlockingDialogQuery(CGameHandler * owner, const BlockingDialog &bd);
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virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
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};
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class CTeleportDialogQuery : public CDialogQuery
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{
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public:
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TeleportDialog td; //copy of pack... debug purposes
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CTeleportDialogQuery(CGameHandler * owner, const TeleportDialog &td);
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virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
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};
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class CHeroLevelUpDialogQuery : public CDialogQuery
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{
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public:
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CHeroLevelUpDialogQuery(CGameHandler * owner, const HeroLevelUp &Hlu, const CGHeroInstance * Hero);
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virtual void onRemoval(PlayerColor color) override;
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virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
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HeroLevelUp hlu;
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const CGHeroInstance * hero;
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};
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class CCommanderLevelUpDialogQuery : public CDialogQuery
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{
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public:
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CCommanderLevelUpDialogQuery(CGameHandler * owner, const CommanderLevelUp &Clu, const CGHeroInstance * Hero);
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virtual void onRemoval(PlayerColor color) override;
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virtual void notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const override;
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CommanderLevelUp clu;
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const CGHeroInstance * hero;
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};
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class CGenericQuery : public CQuery
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{
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public:
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CGenericQuery(Queries * Owner, PlayerColor color, std::function<void(const JsonNode &)> Callback);
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bool blocksPack(const CPack * pack) const override;
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bool endsByPlayerAnswer() const override;
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void onExposure(QueryPtr topQuery) override;
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void setReply(const JsonNode & reply) override;
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private:
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std::function<void(const JsonNode &)> callback;
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};
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class Queries
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{
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private:
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void addQuery(PlayerColor player, QueryPtr query);
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void popQuery(PlayerColor player, QueryPtr query);
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std::map<PlayerColor, std::vector<QueryPtr>> queries; //player => stack of queries
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public:
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static boost::mutex mx;
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void addQuery(QueryPtr query);
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void popQuery(const CQuery &query);
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void popQuery(QueryPtr query);
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void popIfTop(const CQuery &query); //removes this query if it is at the top (otherwise, do nothing)
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void popIfTop(QueryPtr query); //removes this query if it is at the top (otherwise, do nothing)
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QueryPtr topQuery(PlayerColor player);
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std::vector<std::shared_ptr<const CQuery>> allQueries() const;
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std::vector<QueryPtr> allQueries();
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QueryPtr getQuery(QueryID queryID);
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//void removeQuery
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};
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