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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;
 
- 	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;
 
- 	}
 
- 	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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