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vcmi/lib/entities/faction/CTown.h

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2024-07-21 12:49:40 +02:00
/*
* CTown.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
*
*/
#pragma once
#include "../building/TownFortifications.h"
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#include "../../ConstTransitivePtr.h"
#include "../../Point.h"
#include "../../constants/EntityIdentifiers.h"
#include "../../constants/Enumerations.h"
#include "../../filesystem/ResourcePath.h"
#include "../../int3.h"
VCMI_LIB_NAMESPACE_BEGIN
class CBuilding;
/// This is structure used only by client
/// Consists of all gui-related data about town structures
/// Should be moved from lib to client
struct DLL_LINKAGE CStructure
{
CBuilding * building; // base building. If null - this structure will be always present on screen
CBuilding * buildable; // building that will be used to determine built building and visible cost. Usually same as "building"
int3 pos;
AnimationPath defName;
ImagePath borderName;
ImagePath areaName;
std::string identifier;
bool hiddenUpgrade; // used only if "building" is upgrade, if true - structure on town screen will behave exactly like parent (mouse clicks, hover texts, etc)
};
class DLL_LINKAGE CTown
{
friend class CTownHandler;
size_t namesCount = 0;
public:
CTown();
~CTown();
std::string getBuildingScope() const;
std::set<si32> getAllBuildings() const;
const CBuilding * getSpecialBuilding(BuildingSubID::EBuildingSubID subID) const;
BuildingID getBuildingType(BuildingSubID::EBuildingSubID subID) const;
std::string getRandomNameTextID(size_t index) const;
size_t getRandomNamesCount() const;
CFaction * faction;
/// level -> list of creatures on this tier
// TODO: replace with pointers to CCreature
std::vector<std::vector<CreatureID> > creatures;
std::map<BuildingID, ConstTransitivePtr<CBuilding> > buildings;
std::vector<std::string> dwellings; //defs for adventure map dwellings for new towns, [0] means tier 1 creatures etc.
std::vector<std::string> dwellingNames;
// should be removed at least from configs in favor of auto-detection
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
GameResID primaryRes;
CreatureID warMachineDeprecated;
/// Base state of fortifications for empty town.
/// Used to define shooter units and moat spell ID
TownFortifications fortifications;
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// default chance for hero of specific class to appear in tavern, if field "tavern" was not set
// resulting chance = sqrt(town.chance * heroClass.chance)
ui32 defaultTavernChance;
// Client-only data. Should be moved away from lib
struct ClientInfo
{
//icons [fort is present?][build limit reached?] -> index of icon in def files
int icons[2][2];
std::string iconSmall[2][2]; /// icon names used during loading
std::string iconLarge[2][2];
VideoPath tavernVideo;
std::vector<AudioPath> musicTheme;
ImagePath townBackground;
ImagePath guildBackground;
ImagePath guildWindow;
AnimationPath buildingsIcons;
ImagePath hallBackground;
/// vector[row][column] = list of buildings in this slot
std::vector< std::vector< std::vector<BuildingID> > > hallSlots;
/// list of town screen structures.
/// NOTE: index in vector is meaningless. Vector used instead of list for a bit faster access
std::vector<ConstTransitivePtr<CStructure> > structures;
std::string siegePrefix;
std::vector<Point> siegePositions;
std::string towerIconSmall;
std::string towerIconLarge;
} clientInfo;
};
VCMI_LIB_NAMESPACE_END