////////////////////////////////////////////////////////////////////// // OpenTibia - an opensource roleplaying game ////////////////////////////////////////////////////////////////////// // ////////////////////////////////////////////////////////////////////// // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software Foundation, // Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. ////////////////////////////////////////////////////////////////////// #ifndef __HOUSETILE_H__ #define __HOUSETILE_H__ #include "tile.h" class House; class HouseTile : public Tile { public: HouseTile(int32_t x, int32_t y, int32_t z, House* _house); virtual ~HouseTile(); //cylinder implementations virtual ReturnValue __queryAdd(int32_t index, const Thing* thing, uint32_t count, uint32_t flags) const; virtual Cylinder* __queryDestination(int32_t& index, const Thing* thing, Item** destItem, uint32_t& flags); virtual void __addThing(Creature* actor, int32_t index, Thing* thing); virtual void __internalAddThing(uint32_t index, Thing* thing); House* getHouse() {return house;} private: void updateHouse(Item* item); House* house; }; #endif