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c8faca8f39
Now server-side code should always use CRandomGenerator::getDefault which is serialized in GH. CGameState::getRandomGenerator should be only used from GS code and CPackForClient-based applyGs.
50 lines
1.3 KiB
C++
50 lines
1.3 KiB
C++
#pragma once
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#include "CObjectHandler.h"
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#include "CArmedInstance.h"
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/*
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* CBank.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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struct BankConfig;
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class CBankInstanceConstructor;
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class DLL_LINKAGE CBank : public CArmedInstance
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{
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std::unique_ptr<BankConfig> bc;
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ui32 daycounter;
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ui32 resetDuration;
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void setPropertyDer(ui8 what, ui32 val) override;
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void doVisit(const CGHeroInstance * hero) const;
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public:
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CBank();
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~CBank();
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void setConfig(const BankConfig & bc);
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void initObj(CRandomGenerator & rand) override;
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std::string getHoverText(PlayerColor player) const override;
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void newTurn(CRandomGenerator & rand) const override;
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bool wasVisited (PlayerColor player) const override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CArmedInstance&>(*this);
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h & daycounter & bc & resetDuration;
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}
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friend class CBankInstanceConstructor;
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};
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