#pragma once #include "../lib/ConstTransitivePtr.h" #include "ResourceSet.h" /* * 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 * */ //enum EbuildingType {NEUTRAL=-1, CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX}; class DLL_LINKAGE CBuilding //a typical building encountered in every castle ;] { public: si32 tid, bid; //town ID and structure ID TResources resources; std::string name; std::string description; const std::string &Name() const; const std::string &Description() const; template void serialize(Handler &h, const int version) { h & tid & bid & resources & name & description; } CBuilding(int TID = -1, int BID = -1); }; class DLL_LINKAGE CBuildingHandler { public: typedef bmap > TBuildingsMap; std::vector< TBuildingsMap > buildings; ///< vector by castle ID, second the building ID (in ERM-U format) bmap > > > > hall; //map >[5]> - external vector is the vector of buildings in the row, internal is the list of buildings for the specific slot void loadBuildings(); //main loader ~CBuildingHandler(); //d-tor static int campToERMU(int camp, int townType, std::set builtBuildings); template void serialize(Handler &h, const int version) { h & buildings & hall; } };