CBuildingHandler.cpp 2.3 KB

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  1. #include "StdInc.h"
  2. #include "CBuildingHandler.h"
  3. /*
  4. * CBuildingHandler.cpp, part of VCMI engine
  5. *
  6. * Authors: listed in file AUTHORS in main folder
  7. *
  8. * License: GNU General Public License v2.0 or later
  9. * Full text of license available in license.txt file, in main folder
  10. *
  11. */
  12. BuildingID CBuildingHandler::campToERMU( int camp, int townType, std::set<BuildingID> builtBuildings )
  13. {
  14. using namespace boost::assign;
  15. static const std::vector<BuildingID> campToERMU = list_of(BuildingID::TOWN_HALL)(BuildingID::CITY_HALL)
  16. (BuildingID::CAPITOL)(BuildingID::FORT)(BuildingID::CITADEL)(BuildingID::CASTLE)(BuildingID::TAVERN)
  17. (BuildingID::BLACKSMITH)(BuildingID::MARKETPLACE)(BuildingID::RESOURCE_SILO)(BuildingID::NONE)
  18. (BuildingID::MAGES_GUILD_1)(BuildingID::MAGES_GUILD_2)(BuildingID::MAGES_GUILD_3)(BuildingID::MAGES_GUILD_4)
  19. (BuildingID::MAGES_GUILD_5)
  20. (BuildingID::SHIPYARD)(BuildingID::GRAIL)
  21. (BuildingID::SPECIAL_1)(BuildingID::SPECIAL_2)(BuildingID::SPECIAL_3)(BuildingID::SPECIAL_4)
  22. ; //creature generators with banks - handled separately
  23. if (camp < campToERMU.size())
  24. {
  25. return campToERMU[camp];
  26. }
  27. static const std::vector<int> hordeLvlsPerTType[GameConstants::F_NUMBER] = {list_of(2), list_of(1), list_of(1)(4), list_of(0)(2),
  28. list_of(0), list_of(0), list_of(0), list_of(0), list_of(0)};
  29. int curPos = campToERMU.size();
  30. for (int i=0; i<7; ++i)
  31. {
  32. if(camp == curPos) //non-upgraded
  33. return BuildingID(30 + i);
  34. curPos++;
  35. if(camp == curPos) //upgraded
  36. return BuildingID(37 + i);
  37. curPos++;
  38. //horde building
  39. if (vstd::contains(hordeLvlsPerTType[townType], i))
  40. {
  41. if (camp == curPos)
  42. {
  43. if (hordeLvlsPerTType[townType][0] == i)
  44. {
  45. if(vstd::contains(builtBuildings, 37 + hordeLvlsPerTType[townType][0])) //if upgraded dwelling is built
  46. return BuildingID::HORDE_1_UPGR;
  47. else //upgraded dwelling not presents
  48. return BuildingID::HORDE_1;
  49. }
  50. else
  51. {
  52. if(hordeLvlsPerTType[townType].size() > 1)
  53. {
  54. if(vstd::contains(builtBuildings, 37 + hordeLvlsPerTType[townType][1])) //if upgraded dwelling is built
  55. return BuildingID::HORDE_2_UPGR;
  56. else //upgraded dwelling not presents
  57. return BuildingID::HORDE_2;
  58. }
  59. }
  60. }
  61. }
  62. curPos++;
  63. }
  64. assert(0);
  65. return BuildingID::NONE; //not found
  66. }