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- #ifndef CTOWNHANDLER_H
- #define CTOWNHANDLER_H
- #include "CDefHandler.h"
- #include "CCreatureHandler.h"
- #include "SDL.h"
- #include "../int3.h"
- #include <string>
- #include <vector>
- class CBuilding;
- class CSpell;
- class CHero;
- class CTownInstance;
- class CGTownInstance;
- class CHeroInstance;
- class CTown
- {
- public:
- std::string name; //name of type
- std::vector<std::string> names; //names of the town instances
- int bonus; //pic number
- int typeID;
- };
- struct Structure
- {
- int ID;
- int3 pos;
- std::string defName, borderName, areaName, name;
- int townID, group;
- bool operator<(const Structure & p2) const
- {
- if(pos.z != p2.pos.z)
- return (pos.z) < (p2.pos.z);
- else
- return (ID) < (p2.ID);
- }
- };
- class CTownHandler
- {
- CDefHandler * smallIcons;
- public:
- CTownHandler();
- ~CTownHandler();
- std::vector<CTown> towns;
- std::vector<std::string> tcommands;
- void loadNames();
- SDL_Surface * getPic(int ID, bool fort=true, bool builded=false); //ID=-1 - blank; -2 - border; -3 - random
- static int getTypeByDefName(std::string name);
- std::map<int,std::map<int, Structure*> > structures; // <town ID, <structure ID, structure>>
- std::vector<CGTownInstance *> townInstances;
- };
- class CTownInstance
- {
- public:
- int3 pos; //position
- CTown * town;
- std::string name; // name of town
- CCreatureSet garrison;
- int builded; //how many buildings has been built this turn
- int destroyed; //how many buildings has been destroyed this turn
-
- //TODO:
- std::vector<CBuilding *> /*allBuildings,*/ possibleBuildings, builtBuildings;
- std::vector<int> creatureIncome; //vector by level
- std::vector<int> creaturesLeft; //that can be recruited
- CHeroInstance * garrisonHero;
- std::vector<CSpell *> possibleSpells, obligatorySpells, availableSpells;
- int getSightDistance() const; //returns sight distance
- CTownInstance();
- };
- #endif //CTOWNHANDLER_H
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