/* * TownBuildingInstance.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" #include "../rewardable/Interface.h" VCMI_LIB_NAMESPACE_BEGIN class CGTownInstance; class CBuilding; class DLL_LINKAGE TownBuildingInstance : public IObjectInterface { ///basic class for town structures handled as map objects public: TownBuildingInstance(CGTownInstance * town, const BuildingID & index); TownBuildingInstance(IGameCallback *cb); CGTownInstance * town; const BuildingID & getBuildingType() const { return bID; } PlayerColor getOwner() const override; MapObjectID getObjGroupIndex() const override; MapObjectSubID getObjTypeIndex() const override; const IOwnableObject * asOwnable() const override; int3 visitablePos() const override; int3 getPosition() const override; template void serialize(Handler &h) { h & bID; if (h.version < Handler::Version::NEW_TOWN_BUILDINGS) { // compatibility code si32 indexOnTV = 0; //identifies its index on towns vector BuildingSubID::EBuildingSubID bType = BuildingSubID::NONE; h & indexOnTV; h & bType; } } private: BuildingID bID; //from building list }; class DLL_LINKAGE TownRewardableBuildingInstance : public TownBuildingInstance, public Rewardable::Interface { /// reward selected by player, no serialize ui16 selectedReward = 0; std::set visitors; bool wasVisitedBefore(const CGHeroInstance * contextHero) const; void grantReward(ui32 rewardID, const CGHeroInstance * hero) const; Rewardable::Configuration generateConfiguration(vstd::RNG & rand) const; public: void setProperty(ObjProperty what, ObjPropertyID identifier) override; void onHeroVisit(const CGHeroInstance * h) const override; bool wasVisited(const CGHeroInstance * contextHero) const override; void newTurn(vstd::RNG & rand) const override; /// gives second part of reward after hero level-ups for proper granting of spells/mana void heroLevelUpDone(const CGHeroInstance *hero) const override; void initObj(vstd::RNG & rand) override; /// applies player selection of reward void blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const override; TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand); TownRewardableBuildingInstance(IGameCallback *cb); template void serialize(Handler &h) { h & static_cast(*this); if (h.version >= Handler::Version::NEW_TOWN_BUILDINGS) h & static_cast(*this); h & visitors; } }; VCMI_LIB_NAMESPACE_END