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vcmi/server/queries/VisitQueries.cpp
2024-09-04 14:54:09 +00:00

67 lines
1.7 KiB
C++

/*
* VisitQueries.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 "VisitQueries.h"
#include "../../lib/mapObjects/CGHeroInstance.h"
#include "../CGameHandler.h"
#include "QueriesProcessor.h"
VisitQuery::VisitQuery(CGameHandler * owner, const CGObjectInstance * Obj, const CGHeroInstance * Hero)
: CQuery(owner)
, visitedObject(Obj)
, visitingHero(Hero)
{
addPlayer(Hero->tempOwner);
}
bool VisitQuery::blocksPack(const CPack * pack) const
{
//During the visit itself ALL actions are blocked.
//(However, the visit may trigger a query above that'll pass some.)
return true;
}
void VisitQuery::onExposure(QueryPtr topQuery)
{
//Object may have been removed and deleted.
if(gh->isValidObject(visitedObject))
topQuery->notifyObjectAboutRemoval(visitedObject, visitingHero);
owner->popIfTop(*this);
}
MapObjectVisitQuery::MapObjectVisitQuery(CGameHandler * owner, const CGObjectInstance * Obj, const CGHeroInstance * Hero)
: VisitQuery(owner, Obj, Hero)
, removeObjectAfterVisit(false)
{
}
void MapObjectVisitQuery::onRemoval(PlayerColor color)
{
gh->objectVisitEnded(visitingHero, players.front());
//TODO or should it be destructor?
//Can object visit affect 2 players and what would be desired behavior?
if(removeObjectAfterVisit)
gh->removeObject(visitedObject, color);
}
TownBuildingVisitQuery::TownBuildingVisitQuery(CGameHandler * owner, const CGObjectInstance * Obj, const CGHeroInstance * Hero, BuildingID buildingToVisit)
: VisitQuery(owner, Obj, Hero)
, visitedBuilding(buildingToVisit)
{
}
void TownBuildingVisitQuery::onRemoval(PlayerColor color)
{
}