mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-26 22:57:00 +02:00
c6cc6e6301
- loading of all objects (including H3 objects) will be directed by mod handlers - common base for all handlers accessible from mod system (IHanderBase) - json format changes: use struct with string ID's instead of vector - fixed some gcc/clang errors and warnings - fixed several cases of memory leaks and invalid memory access (mostly related to usage of bonus system and/or identifiers resolution) Note that right now loading is much slower than before due to excessive json validation (or not fast enough validator)
343 lines
8.5 KiB
C++
343 lines
8.5 KiB
C++
#include "StdInc.h"
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#include "CQuery.h"
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#include "CGameHandler.h"
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#include "../lib/BattleState.h"
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boost::mutex Queries::mx;
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template <typename Container>
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std::string formatContainer(const Container &c, std::string delimeter=", ", std::string opener="(", std::string closer=")")
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{
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std::string ret = opener;
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auto itr = boost::begin(c);
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if(itr != boost::end(c))
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{
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ret += boost::lexical_cast<std::string>(*itr);
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while(++itr != boost::end(c))
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{
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ret += delimeter;
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ret += boost::lexical_cast<std::string>(*itr);
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}
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}
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ret += closer;
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return ret;
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}
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std::ostream & operator<<(std::ostream &out, const CQuery &query)
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{
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return out << query.toString();
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}
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std::ostream & operator<<(std::ostream &out, QueryPtr query)
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{
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return out << "[" << query.get() << "] " << query->toString();
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}
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CQuery::CQuery(void)
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{
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boost::unique_lock<boost::mutex> l(Queries::mx);
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static TQueryID QID = 1;
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queryID = QID++;
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logGlobal->traceStream() << "Created a new query with id " << queryID;
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}
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CQuery::~CQuery(void)
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{
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logGlobal->traceStream() << "Destructed the query with id " << queryID;
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}
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void CQuery::addPlayer(PlayerColor color)
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{
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if(color.isValidPlayer())
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{
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players.push_back(color);
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}
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}
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std::string CQuery::toString() const
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{
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std::string ret = boost::str(boost::format("A query of type %s and qid=%d affecting players %s") % typeid(*this).name() % queryID % formatContainer(players));
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return ret;
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}
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bool CQuery::endsByPlayerAnswer() const
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{
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return false;
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}
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void CQuery::onRemoval(CGameHandler *gh, PlayerColor color)
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{
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}
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bool CQuery::blocksPack(const CPack *pack) const
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{
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return false;
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}
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void CQuery::notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const
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{
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}
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void CQuery::onExposure(CGameHandler *gh, QueryPtr topQuery)
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{
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gh->queries.popQuery(*this);
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}
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CObjectVisitQuery::CObjectVisitQuery(const CGObjectInstance *Obj, const CGHeroInstance *Hero, int3 Tile)
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: visitedObject(Obj), visitingHero(Hero), tile(Tile)
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{
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addPlayer(Hero->tempOwner);
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}
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bool CObjectVisitQuery::blocksPack(const CPack *pack) const
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{
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//During the visit itself ALL actions are blocked.
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//(However, the visit may trigger a query above that'll pass some.)
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return true;
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}
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void CObjectVisitQuery::onRemoval(CGameHandler *gh, PlayerColor color)
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{
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gh->objectVisitEnded(*this);
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}
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void CObjectVisitQuery::onExposure(CGameHandler *gh, QueryPtr topQuery)
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{
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//Object may have been removed and deleted.
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if(gh->isValidObject(visitedObject))
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topQuery->notifyObjectAboutRemoval(*this);
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gh->queries.popQuery(*this);
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}
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void Queries::popQuery(PlayerColor player, QueryPtr query)
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{
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LOG_TRACE_PARAMS(logGlobal, "player='%s', query='%s'", player % query);
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if(topQuery(player) != query)
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{
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logGlobal->traceStream() << "Cannot remove, not a top!";
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return;
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}
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queries[player] -= query;
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auto nextQuery = topQuery(player);
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query->onRemoval(gh, player);
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//Exposure on query below happens only if removal didnt trigger any new query
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if(nextQuery && nextQuery == topQuery(player))
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{
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nextQuery->onExposure(gh, query);
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}
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}
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void Queries::popQuery(const CQuery &query)
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{
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LOG_TRACE_PARAMS(logGlobal, "query='%s'", query);
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assert(query.players.size());
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BOOST_FOREACH(auto player, query.players)
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{
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auto top = topQuery(player);
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if(top.get() == &query)
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popQuery(top);
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else
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logGlobal->traceStream() << "Cannot remove query " << query;
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}
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}
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void Queries::popQuery(QueryPtr query)
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{
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BOOST_FOREACH(auto player, query->players)
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popQuery(player, query);
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}
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void Queries::addQuery(QueryPtr query)
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{
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BOOST_FOREACH(auto player, query->players)
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addQuery(player, query);
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}
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void Queries::addQuery(PlayerColor player, QueryPtr query)
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{
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LOG_TRACE_PARAMS(logGlobal, "player='%s', query='%s'", player % query);
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queries[player].push_back(query);
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}
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QueryPtr Queries::topQuery(PlayerColor player)
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{
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return vstd::backOrNull(queries[player]);
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}
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void Queries::popIfTop(QueryPtr query)
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{
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popIfTop(*query);
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}
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void Queries::popIfTop(const CQuery &query)
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{
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BOOST_FOREACH(PlayerColor color, query.players)
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if(topQuery(color).get() == &query)
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popQuery(color, topQuery(color));
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}
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std::vector<shared_ptr<const CQuery>> Queries::allQueries() const
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{
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std::vector<shared_ptr<const CQuery>> ret;
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BOOST_FOREACH(auto &playerQueries, queries)
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BOOST_FOREACH(auto &query, playerQueries.second)
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ret.push_back(query);
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return ret;
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}
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std::vector<shared_ptr<CQuery>> Queries::allQueries()
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{
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//TODO code duplication with const function :(
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std::vector<shared_ptr<CQuery>> ret;
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BOOST_FOREACH(auto &playerQueries, queries)
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BOOST_FOREACH(auto &query, playerQueries.second)
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ret.push_back(query);
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return ret;
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}
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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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objectVisit.visitedObject->battleFinished(objectVisit.visitingHero, *result);
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}
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CBattleQuery::CBattleQuery(const BattleInfo *Bi)
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{
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belligerents[0] = Bi->belligerents[0];
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belligerents[1] = Bi->belligerents[1];
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bi = Bi;
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BOOST_FOREACH(PlayerColor side, bi->sides)
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addPlayer(side);
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}
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CBattleQuery::CBattleQuery()
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{
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}
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bool CBattleQuery::blocksPack(const CPack *pack) const
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{
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return !dynamic_cast<const MakeAction*>(pack) && !dynamic_cast<const MakeCustomAction*>(pack);
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}
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void CBattleQuery::onRemoval(CGameHandler *gh, PlayerColor color)
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{
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gh->battleAfterLevelUp(*result);
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}
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void CGarrisonDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const
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{
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objectVisit.visitedObject->garrisonDialogClosed(objectVisit.visitingHero);
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}
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CGarrisonDialogQuery::CGarrisonDialogQuery(const CArmedInstance *up, const CArmedInstance *down)
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{
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exchangingArmies[0] = up;
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exchangingArmies[1] = down;
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addPlayer(up->tempOwner);
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addPlayer(down->tempOwner);
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}
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bool CGarrisonDialogQuery::blocksPack(const CPack *pack) const
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{
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if(auto stacks = dynamic_cast<const ArrangeStacks*>(pack))
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{
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std::set<ObjectInstanceID> ourIds;
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ourIds.insert(this->exchangingArmies[0]->id);
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ourIds.insert(this->exchangingArmies[1]->id);
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return !vstd::contains(ourIds, stacks->id1) || !vstd::contains(ourIds, stacks->id2);
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}
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return CDialogQuery::blocksPack(pack);
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}
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void CBlockingDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const
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{
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assert(answer);
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objectVisit.visitedObject->blockingDialogAnswered(objectVisit.visitingHero, *answer);
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}
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CBlockingDialogQuery::CBlockingDialogQuery(const BlockingDialog &bd)
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{
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this->bd = bd;
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addPlayer(bd.player);
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}
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CHeroLevelUpDialogQuery::CHeroLevelUpDialogQuery(const HeroLevelUp &Hlu)
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{
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hlu = Hlu;
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addPlayer(hlu.hero->tempOwner);
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}
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void CHeroLevelUpDialogQuery::onRemoval(CGameHandler *gh, PlayerColor color)
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{
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assert(answer);
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logGlobal->traceStream() << "Completing hero level-up query. " << hlu.hero->getHoverText() << " gains skill " << answer;
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gh->levelUpHero(hlu.hero, hlu.skills[*answer]);
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}
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CCommanderLevelUpDialogQuery::CCommanderLevelUpDialogQuery(const CommanderLevelUp &Clu)
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{
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clu = Clu;
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addPlayer(clu.hero->tempOwner);
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}
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void CCommanderLevelUpDialogQuery::onRemoval(CGameHandler *gh, PlayerColor color)
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{
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assert(answer);
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logGlobal->traceStream() << "Completing commander level-up query. Commander of hero " << clu.hero->getHoverText() << " gains skill " << answer;
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gh->levelUpCommander(clu.hero->commander, clu.skills[*answer]);
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}
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bool CDialogQuery::endsByPlayerAnswer() const
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{
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return true;
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}
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bool CDialogQuery::blocksPack(const CPack *pack) const
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{
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//We accept only query replies from correct player
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if(auto reply = dynamic_cast<const QueryReply *>(pack))
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{
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return !vstd::contains(players, reply->player);
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}
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return true;
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}
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CHeroMovementQuery::CHeroMovementQuery(const TryMoveHero &Tmh, const CGHeroInstance *Hero, bool VisitDestAfterVictory)
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: tmh(Tmh), visitDestAfterVictory(VisitDestAfterVictory), hero(Hero)
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{
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players.push_back(hero->tempOwner);
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}
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void CHeroMovementQuery::onExposure(CGameHandler *gh, QueryPtr topQuery)
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{
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assert(players.size() == 1);
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if(visitDestAfterVictory && hero->tempOwner == players[0]) //hero still alive, so he won with the guard
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//TODO what if there were H4-like escape? we should also check pos
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{
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logGlobal->traceStream() << "Hero " << hero->name << " after victory over guard finishes visit to " << tmh.end;
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//finish movement
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visitDestAfterVictory = false;
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gh->visitObjectOnTile(*gh->getTile(CGHeroInstance::convertPosition(tmh.end, false)), hero);
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}
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gh->queries.popIfTop(*this);
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}
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