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