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vcmi/hch/CBuildingHandler.h

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#ifndef CBUILDINGHANDLER_H
#define CBUILDINGHANDLER_H
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#include "../global.h"
enum EbuildingType {NEUTRAL=0, CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX};
class CBuilding //a typical building encountered in every castle ;]
{
public:
std::string name;
std::string refName; //reference name, for identification
int wood, mercury, ore, sulfur, crystal, gems, gold;
std::string description;
EbuildingType type; //type of building (occures in many castles or is specific for one castle)
bool isDwelling; //true, if this building is a dwelling
};
class CBuildingHandler
{
public:
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//std::map<int, std::map<int, CBuilding*> > buildings; ///< first int is the castle ID, second the building ID (in ERM-U format)
std::vector<CBuilding> buildings; //vector of buildings
std::vector<CBuilding> resourceSilos; //vector with resource silos only - for castle profiled descriptions
std::vector<CBuilding> grails; //vector with grail - type buildings only - for castle profiled descriptions
std::vector<CBuilding> blacksmiths; //vector with names and descriptions for blacksmith (castle - dependent)
CBuilding blacksmith; //global name and description for blacksmiths
CBuilding moat; //description and name of moat
CBuilding shipyard; //castle - independent name and description of shipyard
CBuilding shipyardWithShip; //name and description for shipyard with ship
CBuilding artMerchant; //name and description of artifact merchant
CBuilding l1horde, l2horde, l3horde, l4horde, l5horde; //castle - independent horde names and descriptions
CBuilding grail; //castle - independent grail description
CBuilding resSilo; //castle - independent resource silo name and description
void loadBuildings(); //main loader, calls loading functions below
void loadNames(); //loads castle - specufuc names and descriptoins
void loadNeutNames(); //loads castle independent names and descriptions
void loadDwellingNames(); //load names for dwellgins
};
#endif //CBUILDINGHANDLER_H