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Unify rewardable map object and town building code
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@ -15,7 +15,7 @@
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VCMI_LIB_NAMESPACE_BEGIN
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class IGameCallback;
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class IObjectInterface;
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namespace Rewardable
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{
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@ -30,11 +30,24 @@ private:
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protected:
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/// function that must be called if hero got level-up during grantReward call
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virtual void grantRewardAfterLevelup(IGameCallback * cb, const Rewardable::VisitInfo & reward, const CArmedInstance * army, const CGHeroInstance * hero) const;
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void grantRewardAfterLevelup(const Rewardable::VisitInfo & reward, const CArmedInstance * army, const CGHeroInstance * hero) const;
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/// grants reward to hero
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virtual void grantRewardBeforeLevelup(IGameCallback * cb, const Rewardable::VisitInfo & reward, const CGHeroInstance * hero) const;
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void grantRewardBeforeLevelup(const Rewardable::VisitInfo & reward, const CGHeroInstance * hero) const;
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virtual void grantRewardWithMessage(const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const;
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void selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const;
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void grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector<ui32>& rewardIndices, bool markAsVisit) const;
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std::vector<Component> loadComponents(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices) const;
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void doHeroVisit(const CGHeroInstance *h) const;
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virtual const IObjectInterface * getObject() const = 0;
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virtual bool wasVisitedBefore(const CGHeroInstance * hero) const = 0;
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virtual bool wasVisited(PlayerColor player) const = 0;
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virtual void markAsVisited(const CGHeroInstance * hero) const = 0;
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virtual void markAsScouted(const CGHeroInstance * hero) const = 0;
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virtual void grantReward(ui32 rewardID, const CGHeroInstance * hero) const = 0;
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public:
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/// filters list of visit info and returns rewards that can be granted to current hero
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