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vcmi/hch/CDefObjInfoHandler.h

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#ifndef __CDEFOBJINFOHANDLER_H__
#define __CDEFOBJINFOHANDLER_H__
#include <vector>
#include <map>
#include "../global.h"
class CDefHandler;
class CLodHandler;
class DLL_EXPORT CGDefInfo
{
public:
std::string name;
ui8 visitMap[6];
ui8 blockMap[6];
ui8 visitDir; //directions from which object can be entered, format same as for moveDir in CGHeroInstance(but 0 - 7)
si32 id, subid; //of object described by this defInfo
si32 serial;
si32 terrainAllowed, //on which terrain it is possible to place object
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terrainMenu; //in which menus in map editor object will be showed
si32 width, height; //tiles
si32 type; //(0- ground, 1- towns, 2-creatures, 3- heroes, 4-artifacts, 5- resources)
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CDefHandler * handler;
si32 printPriority;
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bool isVisitable();
bool operator<(const CGDefInfo& por)
{
if(id!=por.id)
return id<por.id;
else
return subid<por.subid;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name & serial & visitMap & blockMap & visitDir & id & subid &terrainAllowed
& terrainMenu & width & height & type & printPriority;
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}
CGDefInfo();
};
class DLL_EXPORT CDefObjInfoHandler
{
public:
std::map<int,std::map<int,CGDefInfo*> > gobjs;
std::map<int,CGDefInfo*> castles;
void load();
~CDefObjInfoHandler();
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template <typename Handler> void serialize(Handler &h, const int version)
{
h & gobjs;
if(!h.saving) //recrete castles map
for(std::map<int,std::map<int,CGDefInfo*> >::iterator i=gobjs.begin(); i!=gobjs.end(); i++)
for(std::map<int,CGDefInfo*>::iterator j=i->second.begin(); j!=i->second.end(); j++)
if(j->second->id == 98)
castles[j->second->subid]=j->second;
}
};
#endif // __CDEFOBJINFOHANDLER_H__