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vcmi/server/queries/MapQueries.cpp
Ivan Savenko b09d9d501b Pass pointer to actual caller in showBlockingDialog callWith
Fixes activation of all rewardable buildings in town on blocking dialog
answer
2024-09-04 15:14:56 +00:00

287 lines
8.3 KiB
C++

/*
* MapQueries.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "MapQueries.h"
#include "QueriesProcessor.h"
#include "../CGameHandler.h"
#include "../TurnTimerHandler.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../../lib/mapObjects/MiscObjects.h"
#include "../../lib/networkPacks/PacksForServer.h"
TimerPauseQuery::TimerPauseQuery(CGameHandler * owner, PlayerColor player):
CQuery(owner)
{
addPlayer(player);
}
bool TimerPauseQuery::blocksPack(const CPack *pack) const
{
return blockAllButReply(pack);
}
void TimerPauseQuery::onAdding(PlayerColor color)
{
gh->turnTimerHandler->setTimerEnabled(color, false);
}
void TimerPauseQuery::onRemoval(PlayerColor color)
{
gh->turnTimerHandler->setTimerEnabled(color, true);
}
bool TimerPauseQuery::endsByPlayerAnswer() const
{
return true;
}
void CGarrisonDialogQuery::notifyObjectAboutRemoval(const CGObjectInstance * visitedObject, const CGHeroInstance * visitingHero) const
{
visitedObject->garrisonDialogClosed(visitingHero);
}
CGarrisonDialogQuery::CGarrisonDialogQuery(CGameHandler * owner, const CArmedInstance * up, const CArmedInstance * down):
CDialogQuery(owner)
{
exchangingArmies[0] = up;
exchangingArmies[1] = down;
addPlayer(up->tempOwner);
addPlayer(down->tempOwner);
}
bool CGarrisonDialogQuery::blocksPack(const CPack * pack) const
{
std::set<ObjectInstanceID> ourIds;
ourIds.insert(this->exchangingArmies[0]->id);
ourIds.insert(this->exchangingArmies[1]->id);
if(auto stacks = dynamic_cast<const ArrangeStacks*>(pack))
return !vstd::contains(ourIds, stacks->id1) || !vstd::contains(ourIds, stacks->id2);
if(auto stacks = dynamic_cast<const BulkSplitStack*>(pack))
return !vstd::contains(ourIds, stacks->srcOwner);
if(auto stacks = dynamic_cast<const BulkMergeStacks*>(pack))
return !vstd::contains(ourIds, stacks->srcOwner);
if(auto stacks = dynamic_cast<const BulkSmartSplitStack*>(pack))
return !vstd::contains(ourIds, stacks->srcOwner);
if(auto stacks = dynamic_cast<const BulkMoveArmy*>(pack))
return !vstd::contains(ourIds, stacks->srcArmy) || !vstd::contains(ourIds, stacks->destArmy);
if(auto arts = dynamic_cast<const ExchangeArtifacts*>(pack))
{
if(auto id1 = arts->src.artHolder)
if(!vstd::contains(ourIds, id1))
return true;
if(auto id2 = arts->dst.artHolder)
if(!vstd::contains(ourIds, id2))
return true;
return false;
}
if(auto dismiss = dynamic_cast<const DisbandCreature*>(pack))
return !vstd::contains(ourIds, dismiss->id);
if(auto arts = dynamic_cast<const BulkExchangeArtifacts*>(pack))
return !vstd::contains(ourIds, arts->srcHero) || !vstd::contains(ourIds, arts->dstHero);
if(auto arts = dynamic_cast<const ManageBackpackArtifacts*>(pack))
return !vstd::contains(ourIds, arts->artHolder);
if(auto art = dynamic_cast<const EraseArtifactByClient*>(pack))
{
if(auto id = art->al.artHolder)
return !vstd::contains(ourIds, id);
}
if(auto dismiss = dynamic_cast<const AssembleArtifacts*>(pack))
return !vstd::contains(ourIds, dismiss->heroID);
if(auto upgrade = dynamic_cast<const UpgradeCreature*>(pack))
return !vstd::contains(ourIds, upgrade->id);
if(auto formation = dynamic_cast<const SetFormation*>(pack))
return !vstd::contains(ourIds, formation->hid);
return CDialogQuery::blocksPack(pack);
}
void CBlockingDialogQuery::notifyObjectAboutRemoval(const CGObjectInstance * visitedObject, const CGHeroInstance * visitingHero) const
{
assert(answer);
caller->blockingDialogAnswered(visitingHero, *answer);
}
CBlockingDialogQuery::CBlockingDialogQuery(CGameHandler * owner, const IObjectInterface * caller, const BlockingDialog & bd):
CDialogQuery(owner),
caller(caller)
{
this->bd = bd;
addPlayer(bd.player);
}
OpenWindowQuery::OpenWindowQuery(CGameHandler * owner, const CGHeroInstance *hero, EOpenWindowMode mode):
CDialogQuery(owner),
mode(mode)
{
addPlayer(hero->getOwner());
}
void OpenWindowQuery::onExposure(QueryPtr topQuery)
{
//do nothing - wait for reply
}
bool OpenWindowQuery::blocksPack(const CPack *pack) const
{
if (mode == EOpenWindowMode::RECRUITMENT_FIRST || mode == EOpenWindowMode::RECRUITMENT_ALL)
{
if(dynamic_cast<const RecruitCreatures*>(pack) != nullptr)
return false;
// If hero has no free slots, he might get some stacks merged automatically
if(dynamic_cast<const ArrangeStacks*>(pack) != nullptr)
return false;
}
if (mode == EOpenWindowMode::TAVERN_WINDOW)
{
if(dynamic_cast<const HireHero*>(pack) != nullptr)
return false;
}
if (mode == EOpenWindowMode::UNIVERSITY_WINDOW)
{
if(dynamic_cast<const TradeOnMarketplace*>(pack) != nullptr)
return false;
}
if (mode == EOpenWindowMode::MARKET_WINDOW)
{
if(dynamic_cast<const ExchangeArtifacts*>(pack) != nullptr)
return false;
if(dynamic_cast<const BulkExchangeArtifacts*>(pack) != nullptr)
return false;
if(dynamic_cast<const ManageBackpackArtifacts*>(pack) != nullptr)
return false;
if(dynamic_cast<const AssembleArtifacts*>(pack))
return false;
if(dynamic_cast<const EraseArtifactByClient*>(pack))
return false;
if(dynamic_cast<const TradeOnMarketplace*>(pack) != nullptr)
return false;
}
return CDialogQuery::blocksPack(pack);
}
void CTeleportDialogQuery::notifyObjectAboutRemoval(const CGObjectInstance * visitedObject, const CGHeroInstance * visitingHero) const
{
auto obj = dynamic_cast<const CGTeleport*>(visitedObject);
if(obj)
obj->teleportDialogAnswered(visitingHero, *answer, td.exits);
else
logGlobal->error("Invalid instance in teleport query");
}
CTeleportDialogQuery::CTeleportDialogQuery(CGameHandler * owner, const TeleportDialog & td):
CDialogQuery(owner)
{
this->td = td;
addPlayer(gh->getHero(td.hero)->getOwner());
}
CHeroLevelUpDialogQuery::CHeroLevelUpDialogQuery(CGameHandler * owner, const HeroLevelUp & Hlu, const CGHeroInstance * Hero):
CDialogQuery(owner), hero(Hero)
{
hlu = Hlu;
addPlayer(hero->tempOwner);
}
void CHeroLevelUpDialogQuery::onRemoval(PlayerColor color)
{
assert(answer);
logGlobal->trace("Completing hero level-up query. %s gains skill %d", hero->getObjectName(), answer.value());
gh->levelUpHero(hero, hlu.skills[*answer]);
}
void CHeroLevelUpDialogQuery::notifyObjectAboutRemoval(const CGObjectInstance * visitedObject, const CGHeroInstance * visitingHero) const
{
visitedObject->heroLevelUpDone(visitingHero);
}
CCommanderLevelUpDialogQuery::CCommanderLevelUpDialogQuery(CGameHandler * owner, const CommanderLevelUp & Clu, const CGHeroInstance * Hero):
CDialogQuery(owner), hero(Hero)
{
clu = Clu;
addPlayer(hero->tempOwner);
}
void CCommanderLevelUpDialogQuery::onRemoval(PlayerColor color)
{
assert(answer);
logGlobal->trace("Completing commander level-up query. Commander of hero %s gains skill %s", hero->getObjectName(), answer.value());
gh->levelUpCommander(hero->commander, clu.skills[*answer]);
}
void CCommanderLevelUpDialogQuery::notifyObjectAboutRemoval(const CGObjectInstance * visitedObject, const CGHeroInstance * visitingHero) const
{
visitedObject->heroLevelUpDone(visitingHero);
}
CHeroMovementQuery::CHeroMovementQuery(CGameHandler * owner, const TryMoveHero & Tmh, const CGHeroInstance * Hero, bool VisitDestAfterVictory):
CQuery(owner), tmh(Tmh), visitDestAfterVictory(VisitDestAfterVictory), hero(Hero)
{
players.push_back(hero->tempOwner);
}
void CHeroMovementQuery::onExposure(QueryPtr topQuery)
{
assert(players.size() == 1);
if(visitDestAfterVictory && hero->tempOwner == players[0]) //hero still alive, so he won with the guard
//TODO what if there were H4-like escape? we should also check pos
{
logGlobal->trace("Hero %s after victory over guard finishes visit to %s", hero->getNameTranslated(), tmh.end.toString());
//finish movement
visitDestAfterVictory = false;
gh->visitObjectOnTile(*gh->getTile(hero->convertToVisitablePos(tmh.end)), hero);
}
owner->popIfTop(*this);
}
void CHeroMovementQuery::onRemoval(PlayerColor color)
{
PlayerBlocked pb;
pb.player = color;
pb.reason = PlayerBlocked::ONGOING_MOVEMENT;
pb.startOrEnd = PlayerBlocked::BLOCKADE_ENDED;
gh->sendAndApply(&pb);
}
void CHeroMovementQuery::onAdding(PlayerColor color)
{
PlayerBlocked pb;
pb.player = color;
pb.reason = PlayerBlocked::ONGOING_MOVEMENT;
pb.startOrEnd = PlayerBlocked::BLOCKADE_STARTED;
gh->sendAndApply(&pb);
}