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