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150 lines
3.9 KiB
C++
150 lines
3.9 KiB
C++
/*
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* CGTownBuilding.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 "IObjectInterface.h"
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#include "../rewardable/Interface.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGTownInstance;
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class CBuilding;
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class DLL_LINKAGE CGTownBuilding : public IObjectInterface
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{
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///basic class for town structures handled as map objects
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public:
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CGTownBuilding(CGTownInstance * town);
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CGTownBuilding(IGameCallback *cb);
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si32 indexOnTV = 0; //identifies its index on towns vector
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CGTownInstance * town;
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STRONG_INLINE
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BuildingSubID::EBuildingSubID getBuildingSubtype() const
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{
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return bType;
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}
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STRONG_INLINE
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const BuildingID & getBuildingType() const
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{
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return bID;
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}
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STRONG_INLINE
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void setBuildingSubtype(BuildingSubID::EBuildingSubID subId)
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{
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bType = subId;
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}
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PlayerColor getOwner() const override;
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MapObjectID getObjGroupIndex() const override;
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MapObjectSubID getObjTypeIndex() const override;
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int3 visitablePos() const override;
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int3 getPosition() const override;
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template <typename Handler> void serialize(Handler &h)
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{
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h & bID;
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h & indexOnTV;
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h & bType;
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}
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protected:
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BuildingID bID; //from buildig list
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BuildingSubID::EBuildingSubID bType = BuildingSubID::NONE;
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std::string getVisitingBonusGreeting() const;
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std::string getCustomBonusGreeting(const Bonus & bonus) const;
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};
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class DLL_LINKAGE COPWBonus : public CGTownBuilding
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{///used for OPW bonusing structures
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public:
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std::set<ObjectInstanceID> visitors;
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void setProperty(ObjProperty what, ObjPropertyID identifier) override;
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void onHeroVisit (const CGHeroInstance * h) const override;
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COPWBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * TOWN);
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COPWBonus(IGameCallback *cb);
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CGTownBuilding&>(*this);
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h & visitors;
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}
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};
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class DLL_LINKAGE CTownBonus : public CGTownBuilding
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{
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///used for one-time bonusing structures
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///feel free to merge inheritance tree
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public:
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std::set<ObjectInstanceID> visitors;
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void setProperty(ObjProperty what, ObjPropertyID identifier) override;
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void onHeroVisit (const CGHeroInstance * h) const override;
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CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * TOWN);
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CTownBonus(IGameCallback *cb);
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CGTownBuilding&>(*this);
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h & visitors;
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}
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private:
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void applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const;
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};
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class DLL_LINKAGE CTownRewardableBuilding : public CGTownBuilding, public Rewardable::Interface
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{
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/// reward selected by player, no serialize
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ui16 selectedReward = 0;
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std::set<ObjectInstanceID> visitors;
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bool wasVisitedBefore(const CGHeroInstance * contextHero) const;
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void grantReward(ui32 rewardID, const CGHeroInstance * hero) const;
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Rewardable::Configuration generateConfiguration(vstd::RNG & rand) const;
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public:
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void setProperty(ObjProperty what, ObjPropertyID identifier) override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void newTurn(vstd::RNG & rand) const override;
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/// gives second part of reward after hero level-ups for proper granting of spells/mana
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void heroLevelUpDone(const CGHeroInstance *hero) const override;
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void initObj(vstd::RNG & rand) override;
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/// applies player selection of reward
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * town, vstd::RNG & rand);
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CTownRewardableBuilding(IGameCallback *cb);
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template <typename Handler> void serialize(Handler &h)
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{
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h & static_cast<CGTownBuilding&>(*this);
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h & static_cast<Rewardable::Interface&>(*this);
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h & visitors;
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}
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};
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VCMI_LIB_NAMESPACE_END
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