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- #ifndef CTOWNHANDLER_H
- #define CTOWNHANDLER_H
- #include "../global.h"
- #include <set>
- class CBuilding;
- class CSpell;
- class CHero;
- class CGTownInstance;
- class DLL_EXPORT CTown
- {
- std::string name; //name of type
- public:
- std::vector<std::string> names; //names of the town instances
- std::vector<int> basicCreatures; //level (from 0) -> ID
- std::vector<int> upgradedCreatures; //level (from 0) -> ID
- std::map<int,int> hordeLvl; //[0] - first horde building creature level; [1] - second horde building (-1 if not present)
- ui32 mageLevel; //max available mage guild level
- int bonus; //pic number
- ui16 primaryRes, warMachine;
- ui8 typeID;
- const std::vector<std::string> & Names() const;
- const std::string & Name() const;
- void Name(const std::string & val) { name = val; }
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & names & basicCreatures & upgradedCreatures & hordeLvl & mageLevel & bonus
- & primaryRes & warMachine & typeID;
- }
- };
- struct DLL_EXPORT 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 DLL_EXPORT CTownHandler
- {
- public:
- std::vector<CTown> towns;
- std::map<int,std::map<int, Structure*> > structures; // <town ID, <structure ID, structure>>
- std::map<int, std::map<int,std::set<int> > > requirements; //requirements[town_id][structure_id] -> set of required buildings
- CTownHandler();
- ~CTownHandler();
- void loadNames();
- void loadStructures();
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & towns & requirements;
- if(!h.saving)
- loadStructures();
- }
- };
- #endif //CTOWNHANDLER_H
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