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# ifndef __CBUILDINGHANDLER_H__
# define __CBUILDINGHANDLER_H__
# include "../global.h"
# include <map>
# include <vector>
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# include <set>
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# include "../lib/ConstTransitivePtr.h"
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# include "ResourceSet.h"
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/*
* 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
*
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*/
//enum EbuildingType {NEUTRAL=-1, CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX};
class DLL_EXPORT CBuilding //a typical building encountered in every castle ;]
{
public :
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si32 tid , bid ; //town ID and structure ID
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TResources resources ;
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std : : string name ;
std : : string description ;
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const std : : string & Name ( ) const ;
const std : : string & Description ( ) const ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
h & tid & bid & resources & name & description ;
}
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CBuilding ( int TID = - 1 , int BID = - 1 ) ;
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} ;
class DLL_EXPORT CBuildingHandler
{
public :
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std : : vector < bmap < int , ConstTransitivePtr < CBuilding > > > 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
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void loadBuildings ( ) ; //main loader
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~ CBuildingHandler ( ) ; //d-tor
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static int campToERMU ( int camp , int townType , std : : set < si32 > builtBuildings ) ;
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template < typename Handler > void serialize ( Handler & h , const int version )
{
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h & buildings & hall ;
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}
} ;
# endif // __CBUILDINGHANDLER_H__