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vcmi/lib/mapObjects/CGMarket.h
Arseniy Shestakov c8faca8f39 Refactoring: only use RNGs explicitly to avoid bug prone code in future
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.
2016-09-11 00:10:46 +03:00

89 lines
2.6 KiB
C++

#pragma once
#include "CObjectHandler.h"
/*
* CGMarket.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
*
*/
class DLL_LINKAGE IMarket
{
public:
const CGObjectInstance *o;
IMarket(const CGObjectInstance *O);
virtual ~IMarket() {}
virtual int getMarketEfficiency() const =0;
virtual bool allowsTrade(EMarketMode::EMarketMode mode) const;
virtual int availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const; //-1 if unlimited
virtual std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const;
bool getOffer(int id1, int id2, int &val1, int &val2, EMarketMode::EMarketMode mode) const; //val1 - how many units of id1 player has to give to receive val2 units
std::vector<EMarketMode::EMarketMode> availableModes() const;
static const IMarket *castFrom(const CGObjectInstance *obj, bool verbose = true);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & o;
}
};
class DLL_LINKAGE CGMarket : public CGObjectInstance, public IMarket
{
public:
CGMarket();
///IObjectIntercae
void onHeroVisit(const CGHeroInstance * h) const override; //open trading window
///IMarket
int getMarketEfficiency() const override;
bool allowsTrade(EMarketMode::EMarketMode mode) const override;
int availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const override; //-1 if unlimited
std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & static_cast<IMarket&>(*this);
}
};
class DLL_LINKAGE CGBlackMarket : public CGMarket
{
public:
std::vector<const CArtifact *> artifacts; //available artifacts
void newTurn(CRandomGenerator & rand) const override; //reset artifacts for black market every month
std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGMarket&>(*this);
h & artifacts;
}
};
class DLL_LINKAGE CGUniversity : public CGMarket
{
public:
std::vector<int> skills; //available skills
std::vector<int> availableItemsIds(EMarketMode::EMarketMode mode) const override;
void initObj(CRandomGenerator & rand) override;//set skills for trade
void onHeroVisit(const CGHeroInstance * h) const override; //open window
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGMarket&>(*this);
h & skills;
}
};