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vcmi/lib/mapObjects/CGTownBuilding.h

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/*
* CGTownBuilding.h, 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
*
*/
#pragma once
#include "IObjectInterface.h"
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#include "../rewardable/Interface.h"
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VCMI_LIB_NAMESPACE_BEGIN
class CGTownInstance;
class CBuilding;
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class DLL_LINKAGE CGTownBuilding : public IObjectInterface
{
///basic class for town structures handled as map objects
public:
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CGTownBuilding(CGTownInstance * town);
CGTownBuilding(IGameCallback *cb);
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si32 indexOnTV = 0; //identifies its index on towns vector
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CGTownInstance * town;
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STRONG_INLINE
BuildingSubID::EBuildingSubID getBuildingSubtype() const
{
return bType;
}
STRONG_INLINE
const BuildingID & getBuildingType() const
{
return bID;
}
STRONG_INLINE
void setBuildingSubtype(BuildingSubID::EBuildingSubID subId)
{
bType = subId;
}
PlayerColor getOwner() const override;
MapObjectID getObjGroupIndex() const override;
MapObjectSubID getObjTypeIndex() const override;
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int3 visitablePos() const override;
int3 getPosition() const override;
template <typename Handler> void serialize(Handler &h)
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{
h & bID;
h & indexOnTV;
h & bType;
}
protected:
BuildingID bID; //from buildig list
BuildingSubID::EBuildingSubID bType = BuildingSubID::NONE;
std::string getVisitingBonusGreeting() const;
std::string getCustomBonusGreeting(const Bonus & bonus) const;
};
class DLL_LINKAGE COPWBonus : public CGTownBuilding
{///used for OPW bonusing structures
public:
std::set<ObjectInstanceID> visitors;
void setProperty(ObjProperty what, ObjPropertyID identifier) override;
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void onHeroVisit (const CGHeroInstance * h) const override;
COPWBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * TOWN);
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COPWBonus(IGameCallback *cb);
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template <typename Handler> void serialize(Handler &h)
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{
h & static_cast<CGTownBuilding&>(*this);
h & visitors;
}
};
class DLL_LINKAGE CTownBonus : public CGTownBuilding
{
///used for one-time bonusing structures
///feel free to merge inheritance tree
public:
std::set<ObjectInstanceID> visitors;
void setProperty(ObjProperty what, ObjPropertyID identifier) override;
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void onHeroVisit (const CGHeroInstance * h) const override;
CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * TOWN);
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CTownBonus(IGameCallback *cb);
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template <typename Handler> void serialize(Handler &h)
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{
h & static_cast<CGTownBuilding&>(*this);
h & visitors;
}
private:
void applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const;
};
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class DLL_LINKAGE CTownRewardableBuilding : public CGTownBuilding, public Rewardable::Interface
{
/// reward selected by player, no serialize
ui16 selectedReward = 0;
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std::set<ObjectInstanceID> visitors;
bool wasVisitedBefore(const CGHeroInstance * contextHero) const;
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void grantReward(ui32 rewardID, const CGHeroInstance * hero) const;
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public:
void setProperty(ObjProperty what, ObjPropertyID identifier) override;
void onHeroVisit(const CGHeroInstance * h) const override;
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void newTurn(CRandomGenerator & rand) const override;
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/// gives second part of reward after hero level-ups for proper granting of spells/mana
void heroLevelUpDone(const CGHeroInstance *hero) const override;
void initObj(CRandomGenerator & rand) override;
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/// applies player selection of reward
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * town, CRandomGenerator & rand);
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CTownRewardableBuilding(IGameCallback *cb);
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template <typename Handler> void serialize(Handler &h)
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{
h & static_cast<CGTownBuilding&>(*this);
h & static_cast<Rewardable::Interface&>(*this);
h & visitors;
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}
};
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VCMI_LIB_NAMESPACE_END