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https://github.com/vcmi/vcmi.git
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20d5b33ea6
marketModes are now generated in runtime and are not a member of IMarket. Was not a bad change, but towns load buildings before town type is randomized, leading to case where market modes are not actually known when building is added to town (like random towns with market built) Since altar requires CArtifactSet for work, IMarket will now always contain it, but it will only be accessible if market supports altar mode.
44 lines
1.3 KiB
C++
44 lines
1.3 KiB
C++
/*
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* IMarket.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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#pragma once
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#include "../networkPacks/TradeItem.h"
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#include "../constants/Enumerations.h"
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#include "../CArtHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class DLL_LINKAGE IMarket : public virtual Serializeable, boost::noncopyable
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{
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public:
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IMarket();
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~IMarket();
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class CArtifactSetAltar : public CArtifactSet
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{
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public:
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ArtBearer::ArtBearer bearerType() const override {return ArtBearer::ALTAR;};
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};
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virtual ObjectInstanceID getObjInstanceID() const = 0; // The market is always an object on the map
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virtual int getMarketEfficiency() const = 0;
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virtual bool allowsTrade(const EMarketMode mode) const;
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virtual int availableUnits(const EMarketMode mode, const int marketItemSerial) const; //-1 if unlimited
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virtual std::vector<TradeItemBuy> availableItemsIds(const EMarketMode mode) const;
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virtual std::set<EMarketMode> availableModes() const = 0;
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CArtifactSet * getArtifactsStorage() const;
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bool getOffer(int id1, int id2, int &val1, int &val2, EMarketMode mode) const; //val1 - how many units of id1 player has to give to receive val2 units
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private:
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std::unique_ptr<CArtifactSetAltar> altarArtifactsStorage;
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};
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VCMI_LIB_NAMESPACE_END
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