/* * 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" #include "../rewardable/Interface.h" VCMI_LIB_NAMESPACE_BEGIN class CGTownInstance; class CBuilding; class DLL_LINKAGE CGTownBuilding : public IObjectInterface { ///basic class for town structures handled as map objects public: CGTownBuilding(CGTownInstance * town); CGTownBuilding(IGameCallback *cb); si32 indexOnTV = 0; //identifies its index on towns vector CGTownInstance * town; 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; int3 visitablePos() const override; int3 getPosition() const override; template void serialize(Handler &h) { 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 visitors; void setProperty(ObjProperty what, ObjPropertyID identifier) override; void onHeroVisit (const CGHeroInstance * h) const override; COPWBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * TOWN); COPWBonus(IGameCallback *cb); template void serialize(Handler &h) { h & static_cast(*this); h & visitors; } }; class DLL_LINKAGE CTownBonus : public CGTownBuilding { ///used for one-time bonusing structures ///feel free to merge inheritance tree public: std::set visitors; void setProperty(ObjProperty what, ObjPropertyID identifier) override; void onHeroVisit (const CGHeroInstance * h) const override; CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * TOWN); CTownBonus(IGameCallback *cb); template void serialize(Handler &h) { h & static_cast(*this); h & visitors; } private: void applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const; }; class DLL_LINKAGE CTownRewardableBuilding : public CGTownBuilding, 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; 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, ui32 answer) const override; CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * town, vstd::RNG & rand); CTownRewardableBuilding(IGameCallback *cb); template void serialize(Handler &h) { h & static_cast(*this); h & static_cast(*this); h & visitors; } }; VCMI_LIB_NAMESPACE_END