2007-07-26 15:00:18 +03:00
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#ifndef CTOWNHANDLER_H
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#define CTOWNHANDLER_H
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2007-09-05 18:56:35 +03:00
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2007-07-26 15:00:18 +03:00
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#include "CDefHandler.h"
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#include "CCreatureHandler.h"
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#include "SDL.h"
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#include "../int3.h"
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#include <string>
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#include <vector>
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class CBuilding;
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class CSpell;
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class CHero;
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class CTownInstance;
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class CGTownInstance;
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class CHeroInstance;
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class CTown
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{
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public:
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std::string name; //name of type
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std::vector<std::string> names; //names of the town instances
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int bonus; //pic number
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int typeID;
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};
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2008-01-15 23:38:01 +02:00
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struct Structure
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{
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int ID;
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int3 pos;
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std::string defName;
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int townID;
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};
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class CTownHandler
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{
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CDefHandler * smallIcons;
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public:
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CTownHandler();
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~CTownHandler();
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std::vector<CTown> towns;
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std::vector<std::string> tcommands;
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void loadNames();
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SDL_Surface * getPic(int ID, bool fort=true, bool builded=false); //ID=-1 - blank; -2 - border; -3 - random
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static int getTypeByDefName(std::string name);
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std::map<int,std::map<int, Structure*> > structures;
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std::vector<CGTownInstance *> townInstances;
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};
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class CTownInstance
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{
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public:
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int3 pos; //position
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CTown * town;
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std::string name; // name of town
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CCreatureSet garrison;
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int builded; //how many buildings has been built this turn
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int destroyed; //how many buildings has been destroyed this turn
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//TODO:
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std::vector<CBuilding *> /*allBuildings,*/ possibleBuildings, builtBuildings;
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std::vector<int> creatureIncome; //vector by level
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std::vector<int> creaturesLeft; //that can be recruited
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CHeroInstance * garrisonHero;
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std::vector<CSpell *> possibleSpells, obligatorySpells, availableSpells;
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int getSightDistance() const; //returns sight distance
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CTownInstance();
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};
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2007-07-26 15:00:18 +03:00
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#endif //CTOWNHANDLER_H
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