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121 lines
3.2 KiB
C++
121 lines
3.2 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/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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#include "../../lib/serializer/Cast.h"
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void CBattleQuery::notifyObjectAboutRemoval(const CObjectVisitQuery & objectVisit) const
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{
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assert(result);
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if(result && !isAiVsHuman)
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objectVisit.visitedObject->battleFinished(objectVisit.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[0] = bi->getSideArmy(0);
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belligerents[1] = bi->getSideArmy(1);
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isAiVsHuman = bi->getSidePlayer(1).isValidPlayer() && gh->getPlayerState(bi->getSidePlayer(0))->isHuman() != gh->getPlayerState(bi->getSidePlayer(1))->isHuman();
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addPlayer(bi->getSidePlayer(0));
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addPlayer(bi->getSidePlayer(1));
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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[0] = belligerents[1] = nullptr;
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}
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bool CBattleQuery::blocksPack(const CPack * pack) const
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{
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if(dynamic_ptr_cast<MakeAction>(pack) != nullptr)
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return false;
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if(dynamic_ptr_cast<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(0));
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addPlayer(bi->getSidePlayer(1));
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}
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void CBattleDialogQuery::onRemoval(PlayerColor color)
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{
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if (!gh->getPlayerState(color)->isHuman())
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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->restartBattlePrimary(
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bi->getBattleID(),
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bi->getSideArmy(0),
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bi->getSideArmy(1),
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bi->getLocation(),
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bi->getSideHero(0),
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bi->getSideHero(1),
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bi->isCreatureBank(),
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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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auto hero = bi->getSideHero(BattleSide::ATTACKER);
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auto visitingObj = bi->getDefendedTown() ? bi->getDefendedTown() : gh->getVisitingObject(hero);
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bool isAiVsHuman = bi->getSidePlayer(1).isValidPlayer() && gh->getPlayerState(bi->getSidePlayer(0))->isHuman() != gh->getPlayerState(bi->getSidePlayer(1))->isHuman();
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gh->battles->endBattleConfirm(bi->getBattleID());
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if(visitingObj && result && isAiVsHuman)
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visitingObj->battleFinished(hero, *result);
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}
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}
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