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vcmi/lib/mapObjects/CBank.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

50 lines
1.3 KiB
C++

#pragma once
#include "CObjectHandler.h"
#include "CArmedInstance.h"
/*
* CBank.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
*
*/
struct BankConfig;
class CBankInstanceConstructor;
class DLL_LINKAGE CBank : public CArmedInstance
{
std::unique_ptr<BankConfig> bc;
ui32 daycounter;
ui32 resetDuration;
void setPropertyDer(ui8 what, ui32 val) override;
void doVisit(const CGHeroInstance * hero) const;
public:
CBank();
~CBank();
void setConfig(const BankConfig & bc);
void initObj(CRandomGenerator & rand) override;
std::string getHoverText(PlayerColor player) const override;
void newTurn(CRandomGenerator & rand) const override;
bool wasVisited (PlayerColor player) const override;
void onHeroVisit(const CGHeroInstance * h) const override;
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this);
h & daycounter & bc & resetDuration;
}
friend class CBankInstanceConstructor;
};