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- #pragma once
- #include "../lib/ConstTransitivePtr.h"
- #include "ResourceSet.h"
- /*
- * CBuildingHandler.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
- *
- */
- //enum EbuildingType {NEUTRAL=-1, CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX};
- class DLL_LINKAGE CBuilding //a typical building encountered in every castle ;]
- {
- public:
- si32 tid, bid; //town ID and structure ID
- TResources resources;
- std::string name;
- std::string description;
- std::set<int> requirements; //set of required buildings
- const std::string &Name() const;
- const std::string &Description() const;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & tid & bid & resources & name & description & requirements;
- }
- CBuilding(int TID = -1, int BID = -1);
- };
- class DLL_LINKAGE CBuildingHandler
- {
- public:
- typedef bmap<int, ConstTransitivePtr<CBuilding> > TBuildingsMap;
- std::vector< TBuildingsMap > buildings; ///< vector by castle ID, second the building ID (in ERM-U format)
- bmap<int, std::pair<std::string,std::vector< std::vector< std::vector<int> > > > > hall; //map<castle ID, pair<hall bg name, std::vector< std::vector<building id> >[5]> - external vector is the vector of buildings in the row, internal is the list of buildings for the specific slot
- void loadBuildings(); //main loader
- ~CBuildingHandler(); //d-tor
- static int campToERMU(int camp, int townType, std::set<si32> builtBuildings);
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & buildings & hall;
- }
- };
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