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522cb571b3
`grep -nr virtual | grep -v googletest | grep override > ../redundant_virtual.txt` ```python import os with open("../redundant_virtual.txt") as f: for line in f: print() line: str = line.strip() print(line) tmp = line.split(":") file = tmp[0].strip() code = tmp[-1].strip() print(file) print(code) new_code = code.replace("virtual ", "", 1) # https://superuser.com/a/802490/578501 command = f"export FIND='{code}' && export REPLACE='{new_code}' && ruby -p -i -e \"gsub(ENV['FIND'], ENV['REPLACE'])\" {file}" os.system(command) ```
92 lines
2.9 KiB
C++
92 lines
2.9 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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VCMI_LIB_NAMESPACE_BEGIN
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struct CPack;
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VCMI_LIB_NAMESPACE_END
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class CObjectVisitQuery;
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class QueriesProcessor;
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class CQuery;
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class CGameHandler;
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using QueryPtr = std::shared_ptr<CQuery>;
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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(CGameHandler * gh);
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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(std::optional<int32_t> reply);
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virtual ~CQuery();
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protected:
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QueriesProcessor * owner;
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CGameHandler * gh;
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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 CDialogQuery : public CQuery
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{
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public:
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CDialogQuery(CGameHandler * owner);
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bool endsByPlayerAnswer() const override;
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bool blocksPack(const CPack *pack) const override;
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void setReply(std::optional<int32_t> reply) override;
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protected:
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std::optional<ui32> answer;
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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(CGameHandler * gh, PlayerColor color, std::function<void(std::optional<int32_t>)> 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(std::optional<int32_t> reply) override;
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void onRemoval(PlayerColor color) override;
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private:
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std::function<void(std::optional<int32_t>)> callback;
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std::optional<int32_t> reply;
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};
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